#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader 6e2f31b2b2fcab1f: creates bloom mask #ifdef VULKAN #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w) #else #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #endif #ifdef VULKAN layout(set = 1, binding = 1) uniform ufBlock { uniform ivec4 uf_remappedPS[1]; // mask threshold uniform vec4 uf_fragCoordScale; }; #else uniform ivec4 uf_remappedPS[1]; // mask threshold uniform vec2 uf_fragCoordScale; #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame layout(location = 0) out vec4 passPixelColor0; // outputs to a texture used by c612390d4c70f430, 95a5a89d62998e0d and 49865bd2e62efda1 void main() { // get mask threshold data float cutoff = intBitsToFloat(uf_remappedPS[0].x); // ~0.39: 0-1, higher = less glowing pixels float contrast = intBitsToFloat(uf_remappedPS[0].y); // 4.5: higher = sharper edges // get texture coordinate of this pixel vec4 coord = GET_FRAGCOORD(); coord.x = coord.x * intBitsToFloat(0x3b088889); // align to scale/grid? coord.y = coord.y * intBitsToFloat(0x3b72b9d6); // get color of this pixel vec3 color = texture(textureUnitPS0, vec2(coord.x, coord.y)).xyz; // calculate luminance = percieved brightness float luminance = dot(color, vec3(0.299, 0.587, 0.114)); // percieved approximation // apply threshold, removes dark areas from the mask luminance = contrast * (luminance - cutoff) * $bloom_strength; // apply custom strength // apply to color and clamp color.x = clamp(luminance * color.x, 0.0, 1.0); color.y = clamp(luminance * color.y, 0.0, 1.0); color.z = clamp(luminance * color.z, 0.0, 1.0); // export passPixelColor0 = vec4(color.x, color.y, color.z, 0.0); }