1#version 460 core 2#extension GL_ARB_separate_shader_objects : enable 3#extension GL_ARB_shading_language_420pack : enable 4 5// includes 6 7#include "common/bloom_common.h" 8 9// sets 10 11#include "render/shaders/common/render_post_process_layout_common.h" 12 13layout(set = 1, binding = 0, rgba16f/*r11f_g11f_b10f*/) uniform writeonly image2D uWoTex; 14layout(set = 1, binding = 1) uniform texture2D uTex; 15layout(set = 1, binding = 2) uniform sampler uSampler; 16 17/////////////////////////////////////////////////////////////////////////////// 18// bloom downscale 19 20#define cTgs 8 21 22layout(local_size_x = cTgs, local_size_y = cTgs, local_size_z = 1) in; 23void main() 24{ 25 // texSizeInvTexSize needs to be the output resolution 26 const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw; 27 28 vec3 color = vec3(0.0); 29 if ((CORE_BLOOM_QUALITY_NORMAL & CORE_POST_PROCESS_FLAGS) == CORE_BLOOM_QUALITY_NORMAL) { 30 color = bloomDownscale9(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler); 31 } else { 32 color = bloomDownscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler); 33 } 34 35 imageStore(uWoTex, ivec2(gl_GlobalInvocationID.xy), vec4(min(color, CORE_BLOOM_CLAMP_MAX_VALUE), 1.0)); 36} 37