#version 460 core #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable // includes #include "common/bloom_common.h" // sets #include "render/shaders/common/render_post_process_layout_common.h" layout(set = 1, binding = 0, rgba16f/*r11f_g11f_b10f*/) uniform writeonly image2D uWoTex; layout(set = 1, binding = 1) uniform texture2D uTex; layout(set = 1, binding = 2) uniform texture2D uTexBloom; layout(set = 1, binding = 3) uniform sampler uSampler; /////////////////////////////////////////////////////////////////////////////// // bloom combine #define cTgs 8 layout(local_size_x = cTgs, local_size_y = cTgs, local_size_z = 1) in; void main() { const vec2 uv = (vec2(gl_GlobalInvocationID.xy) + 0.5) * uPc.viewportSizeInvSize.zw; const vec3 baseColor = textureLod(sampler2D(uTex, uSampler), uv, 0).xyz; // NOTE: more samples (lower resolution) //const vec3 bloomColor = textureLod(sampler2D(uTexBloom, uSampler), uv, 0).xyz; const vec3 bloomColor = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTexBloom, uSampler); vec3 finalColor = min(bloomCombine(baseColor, bloomColor, uPc.factor), CORE_BLOOM_CLAMP_MAX_VALUE); //finalColor = bloomColor; imageStore(uWoTex, ivec2(gl_GlobalInvocationID.xy), vec4(finalColor, 1.0)); }