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// Bloom: the brightest ink glows, a little. The glow itself is made by the
// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase
// filter over a bright pass, in linear light) and arrives here in
// pardesBloom; this pass adds it to the frame. Only true highlights pass
// the threshold, and the strength stays in §8.2's budget (at most 5%) and
// under pardesCap, so no text or selection loses contrast below its own or
// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare).
// It is a Shadertoy file: pardes puts its prefix before it.
layout(set = 2, binding = 1) uniform sampler2D pardesBloom;
float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); }
vec3 toLinear(vec3 c) {
return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
}
vec3 toSrgb(vec3 c) {
c = max(c, vec3(0.0));
return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
}
float ign(vec2 p) {
return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
vec4 frame = texture(iChannel0, uv);
if (pardesSpared(fragCoord)) {
fragColor = frame;
return;
}
vec3 glow = texture(pardesBloom, uv).rgb;
vec3 col = toLinear(frame.rgb) + glow * strength();
vec3 srgb = toSrgb(col);
// Dithered: a glow's long falloff never bands.
srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0)));
fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
}
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