1#version 450
2
3struct Params
4{
5    vec4 TextureSize;
6    vec4 Params1;
7    vec4 Params2;
8    vec4 Params3;
9    vec4 Params4;
10    vec4 Bloom;
11};
12
13layout(binding = 1, std140) uniform CB1
14{
15    Params CB1;
16} _8;
17
18uniform sampler2D SPIRV_Cross_CombinedmapTexturemapSampler;
19
20layout(location = 0) in vec2 IN_uv;
21layout(location = 0) out vec4 _entryPointOutput;
22
23void main()
24{
25    vec2 _45 = vec2(0.0, _8.CB1.TextureSize.w);
26    vec4 _49 = texture(SPIRV_Cross_CombinedmapTexturemapSampler, IN_uv);
27    float _50 = _49.y;
28    float _53 = clamp((_50 * 80.0) * 0.0007999999797903001308441162109375, 7.999999797903001308441162109375e-05, 0.008000000379979610443115234375);
29    float _55;
30    float _58;
31    _55 = 0.0;
32    _58 = 0.0;
33    for (int _60 = -3; _60 <= 3; )
34    {
35        float _64 = float(_60);
36        vec4 _72 = texture(SPIRV_Cross_CombinedmapTexturemapSampler, IN_uv + (_45 * _64));
37        float _78 = exp(((-_64) * _64) * 0.2222220003604888916015625) * float(abs(_72.y - _50) < _53);
38        _55 += (_72.x * _78);
39        _58 += _78;
40        _60++;
41        continue;
42    }
43    _entryPointOutput = vec4(_55 / _58, _50, 0.0, 1.0);
44}
45
46