#version 450 core //! type fragment 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; // Vignette parameters // 1.x = shape multiplier // 1.y = shape power // 1.z = aspect ratio // 1.w = reverse power multiplier // 2.x = apply base // 2.y = apply max layout( location = 4 ) uniform vec4 u_Vignette1; layout( location = 5 ) uniform vec2 u_Vignette2; #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) layout( location = 0 ) out vec3 o_Color; void main( void ) { vec2 pos = gl_FragCoord.xy / u_OutputSize; float f = u_Bloom.x; o_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 ); } o_Color = o_Color + bloom / 2.2; // 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 ) ); o_Color *= uVigApplyBase + smoothstep( uVigApplyBase , uVigApplyBase + uVigApplyMax , vignette ); // Reinhart o_Color = o_Color / ( o_Color + 1. ); // Gamma o_Color = pow( o_Color , vec3( 1.0 / 2.2 ) ); }