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authorGabriel Schneider <[email protected]>2026-09-29 07:41:35 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:16 -0300
commit411d0b6059192b75853e220e1242b694ae461a3e (patch)
tree50f8bb207f3cdda497bdd84658a2d3ea74b4bc2b /shaders/bloom-up.frag.glsl
parentda920ca49e3f5d1649e811bbdc3ddba482c6aae4 (diff)
parent5526c68beec454cfe607a579723b97b4848e7d3a (diff)
downloadpardes-411d0b6059192b75853e220e1242b694ae461a3e.tar.gz
pardes-411d0b6059192b75853e220e1242b694ae461a3e.zip
Merge: 9P rounds 9-17 + render DPI, dark tints, G4-G10
Diffstat (limited to 'shaders/bloom-up.frag.glsl')
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diff --git a/shaders/bloom-up.frag.glsl b/shaders/bloom-up.frag.glsl
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+#version 450
+
+// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up,
+// a tent of eight points over the smaller level. Float target.
+
+layout(set = 2, binding = 0) uniform sampler2D source;
+layout(std140, set = 3, binding = 0) uniform BloomStep {
+ vec4 texels;
+ vec4 pass;
+} u;
+
+layout(location = 0) out vec4 o_col;
+
+void main() {
+ vec2 uv = gl_FragCoord.xy * u.texels.zw;
+ vec2 h = 0.5 * u.texels.xy;
+ vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0;
+ o_col = vec4(sum / 12.0, 1.0);
+}