#version 450 core layout( local_size_x = 16 , local_size_y = 16 ) in; //! type compute //! include lib/utils.glsl layout( location = 0 ) uniform sampler2D u_MainInput; layout( location = 1 ) uniform sampler2D u_BlurInput; layout( location = 2 ) uniform vec2 u_OutputSize; layout( location = 3 ) uniform vec2 u_Bloom; layout( location = 4 ) uniform vec4 u_Vignette1; layout( location = 5 ) uniform vec2 u_Vignette2; layout( location = 6 ) uniform vec3 u_ColorLift; layout( location = 7 ) uniform vec3 u_ColorGain; layout( location = 8 ) uniform vec3 u_ColorGamma; layout( binding = 0 , rgba8 ) writeonly uniform image2D ub_Output; #define uVigShapeMul (u_Vignette1.x) #define uVigShapePow (u_Vignette1.y) #define uVigAspect (u_Vignette1.z) #define uVigShapeReverse (u_Vignette1.w) #define uVigApplyBase (u_Vignette2.x) #define uVigApplyMax (u_Vignette2.y) void main( void ) { ivec2 coords = ivec2( gl_GlobalInvocationID.xy ); vec2 pos = vec2( coords ) / u_OutputSize; float f = u_Bloom.x; vec3 color = textureLod( u_MainInput , pos , 0 ).rgb; // Bloom vec3 bloom = vec3( 0 ); for ( int i = 0 ; i < 6 ; i ++ ) { bloom += f * textureLod( u_BlurInput , pos , i ).rgb; f = pow( f , u_Bloom.y + 1 ); } color = color + bloom / 2.2; // Color grading color = ( color * ( u_ColorGain - u_ColorLift ) ) + u_ColorLift; // Vignette vec2 vShape = pow( abs( pos * 2 - 1 ) * uVigShapeMul , vec2( uVigShapePow ) ); float vignette = 1 - pow( 2 * ( uVigAspect * vShape.x + ( 1 - uVigAspect) * vShape.y ) , 1 / ( uVigShapePow * uVigShapeReverse ) ); color *= uVigApplyBase + smoothstep( uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette ); // Reinhart color = color / ( color + 1. ); // Gamma color = pow( color , vec3( 1 ) / ( u_ColorGamma + 2.2 ) ); // Write it imageStore( ub_Output , coords , vec4( color , M_Luminosity( color ) ) ); }