#version 450 /* Gaussian blur - vertical pass, dynamic range, resizable Copyright (C) 2020 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ //#pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 #define SIZEVB 4.0 //#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 #define SIGMA_VB 1.0 //#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match #define prescalex 1.0 //#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with Linearize Pass pass, values must match #define prescaley 1.0 #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 1, binding = 0) uniform texture2D Source_texture; layout(set = 1, binding = 1) uniform sampler Source; layout(set = 1, binding = 2) uniform vec2 TextSize; #define COMPAT_TEXTURE(c,d) texture(sampler2D(Source_texture,c),d) float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec2 invTextSize = 1 / TextSize; vec4 OriginalSize = vec4(TextSize,invTextSize.x,invTextSize.y); vec4 SourceSize = OriginalSize * vec4(prescalex, prescaley, (1.0/prescalex), (1.0/prescaley)); vec4 SourceSize1 = vec4(SourceSize.x, OriginalSize.y, SourceSize.z, OriginalSize.w); float f = fract(SourceSize1.y * vTexCoord.y); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; vec4 color = vec4(0.0); vec2 dy = vec2(0.0, SourceSize1.w); float w; float wsum = 0.0; vec4 pixel; float n = -SIZEVB; do { pixel = COMPAT_TEXTURE(Source, tex + n*dy); w = gaussian(n+f); pixel.a*=pixel.a*pixel.a; color = color + w * pixel; wsum = wsum + w; n = n + 1.0; } while (n <= SIZEVB); color = color / wsum; float lenadj = pow(length(color.rgb) / sqrt(3), 0.75) * sqrt(3); color = color * (lenadj/length(color.rgb)); FragColor = vec4(color.rgb, 1.0); //FragColor = vec4(color.rgb, pow(color.a, 0.175)); }