#version 460 core #define STAGE_FRAGMENT 1 #define LAYOUT_POST 1 #include "common.glsl" layout(location = 14) in vec2 f_coords; layout(location = 0) out vec4 out_color; #pragma texture(tex1, 0, RGB) layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 0) uniform sampler2D tex1; // glow of the bright parts of the image (postfx_bloom_*.frag) #pragma texture(bloom_tex, 1, RGB) layout(set = POST_SET, binding = POST_TEXTURE_FIRST + 1) uniform sampler2D bloom_tex; #include "tonemapping.glsl" #include "dither.glsl" // param is pc.data of the push constants (the model block in the opengl renderer). // param[0].x: share of the bloom in the image (0: no bloom, the texture is not read), param[0].y: 1 if the automatic // exposure is applied (exposure_ssbo of common.glsl, worked out by exposure_average.comp), param[0].z: fixed exposure multiplier, param[0].w: scale of // the bloom texture (it holds the sum of the levels of the chain), param[1].x: 1 when this is the last pass before the // window, which takes the dither, param[1].yzw: gains of the white balance (0: none) void main() { vec2 texcoord = f_coords; vec3 hdr_color = texture(tex1, texcoord).xyz; if (param[0].x > 0.0) hdr_color = mix(hdr_color, texture(bloom_tex, texcoord).rgb * param[0].w, param[0].x); if (param[1].y > 0.0) hdr_color = white_balance(hdr_color, param[1].yzw); float exposurescale = param[0].z; if (param[0].y > 0.5 && exposure > 0.0) exposurescale *= exposure; out_color = tonemap(vec4(hdr_color * exposurescale, 1.0)); if (param[1].x > 0.5) out_color.rgb = dither_output(out_color.rgb); }