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