#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) uniform texture2D uTex; layout (input_attachment_index = 0, set = 1, binding = 1) uniform subpassInput uInputColor; layout(set = 1, binding = 2) uniform sampler uSampler; // in / out layout (location = 0) in vec2 inUv; layout (location = 0) out vec4 outColor; /////////////////////////////////////////////////////////////////////////////// // bloom upscale void main() { const vec2 uv = inUv; vec3 color = bloomUpscale(uv, uPc.viewportSizeInvSize.zw, uTex, uSampler); const vec3 baseColor = subpassLoad(uInputColor).rgb; color = min((color + baseColor), CORE_BLOOM_CLAMP_MAX_VALUE); outColor = vec4(color, 1.0); }