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bloom.frag
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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform sampler2D samplerColor0;
layout (binding = 1) uniform sampler2D samplerColor1;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const int dir = 0;
void main(void)
{
// From the OpenGL Super bible
const float weights[] = float[](0.0024499299678342,
0.0043538453346397,
0.0073599963704157,
0.0118349786570722,
0.0181026699707781,
0.0263392293891488,
0.0364543006660986,
0.0479932050577658,
0.0601029809166942,
0.0715974486241365,
0.0811305381519717,
0.0874493212267511,
0.0896631113333857,
0.0874493212267511,
0.0811305381519717,
0.0715974486241365,
0.0601029809166942,
0.0479932050577658,
0.0364543006660986,
0.0263392293891488,
0.0181026699707781,
0.0118349786570722,
0.0073599963704157,
0.0043538453346397,
0.0024499299678342);
const float blurScale = 0.003;
const float blurStrength = 1.0;
float ar = 1.0;
// Aspect ratio for vertical blur pass
if (dir == 1)
{
vec2 ts = textureSize(samplerColor1, 0);
ar = ts.y / ts.x;
}
vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
vec4 color = vec4(0.0);
for (int i = 0; i < weights.length(); i++)
{
vec2 dv = vec2(0.0, i * blurScale) * ar;
color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
}
outColor = color;
}