#version 450 // Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a // source half as big again sampled at five points, the first step over the // frame through a bright pass in linear light. Written to a float target. layout(set = 2, binding = 0) uniform sampler2D source; layout(std140, set = 3, binding = 0) uniform BloomStep { // xy: a source texel; zw: a target texel. vec4 texels; // x: the bright pass's threshold on a channel's linear peak (above the // page's own), 0 for none (a later step); y: its soft knee. vec4 pass; } u; layout(location = 0) out vec4 o_col; vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); } vec3 tap(vec2 uv) { vec3 c = texture(source, uv).rgb; if (u.pass.x <= 0.0) return c; c = toLinear(c); float peak = max(c.r, max(c.g, c.b)); return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak); } void main() { vec2 uv = gl_FragCoord.xy * u.texels.zw; vec2 h = 0.5 * u.texels.xy; vec3 sum = tap(uv) * 4.0; sum += tap(uv - h); sum += tap(uv + h); sum += tap(uv + vec2(h.x, -h.y)); sum += tap(uv - vec2(h.x, -h.y)); o_col = vec4(sum / 8.0, 1.0); }