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								/* clang-format off */
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								#[vertex]
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								#version 450
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								#VERSION_DEFINES
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								#include "blur_raster_inc.glsl"
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								layout(location = 0) out vec2 uv_interp;
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								/* clang-format on */
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								void main() {
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									vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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									uv_interp = base_arr[gl_VertexIndex];
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									gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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								}
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								/* clang-format off */
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								#[fragment]
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								#version 450
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								#VERSION_DEFINES
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								#include "blur_raster_inc.glsl"
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								layout(location = 0) in vec2 uv_interp;
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								/* clang-format on */
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								layout(set = 0, binding = 0) uniform sampler2D source_color;
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								#ifdef GLOW_USE_AUTO_EXPOSURE
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								layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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								#endif
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								layout(location = 0) out vec4 frag_color;
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								void main() {
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									// We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
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								#ifdef MODE_MIPMAP
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									vec2 pix_size = blur.pixel_size;
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									vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
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									color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
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									color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
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									color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
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									frag_color = color / 4.0;
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								#endif
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								#ifdef MODE_GAUSSIAN_BLUR
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									// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
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									// note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
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									if (bool(blur.flags & FLAG_HORIZONTAL)) {
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										vec2 pix_size = blur.pixel_size;
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										pix_size *= 0.5; //reading from larger buffer, so use more samples
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										vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
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										color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
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										color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
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										color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
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										color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
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										color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
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										color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
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										frag_color = color;
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									} else {
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										vec2 pix_size = blur.pixel_size;
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										vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
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										color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
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										color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
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										color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
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										color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
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										frag_color = color;
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									}
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								#endif
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								#ifdef MODE_GAUSSIAN_GLOW
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									//Glow uses larger sigma 1 for a more rounded blur effect
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								#define GLOW_ADD(m_ofs, m_mult)                                                  \
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									{                                                                            \
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										vec2 ofs = uv_interp + m_ofs * pix_size;                                 \
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										vec4 c = texture(source_color, ofs) * m_mult;                            \
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										if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
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											c *= 0.0;                                                            \
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										}                                                                        \
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										color += c;                                                              \
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									}
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									if (bool(blur.flags & FLAG_HORIZONTAL)) {
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										vec2 pix_size = blur.pixel_size;
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										pix_size *= 0.5; //reading from larger buffer, so use more samples
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										vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
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										GLOW_ADD(vec2(1.0, 0.0), 0.165569);
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										GLOW_ADD(vec2(2.0, 0.0), 0.140367);
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										GLOW_ADD(vec2(3.0, 0.0), 0.106595);
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										GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
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										GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
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										GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
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										// only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
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										color *= blur.glow_strength;
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										frag_color = color;
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									} else {
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										vec2 pix_size = blur.pixel_size;
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										vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
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										GLOW_ADD(vec2(0.0, 1.0), 0.233062);
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										GLOW_ADD(vec2(0.0, 2.0), 0.122581);
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										GLOW_ADD(vec2(0.0, -1.0), 0.233062);
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										GLOW_ADD(vec2(0.0, -2.0), 0.122581);
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										frag_color = color;
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									}
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								#undef GLOW_ADD
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									if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
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										// In the first pass bring back to correct color range else we're applying the wrong threshold
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										// in subsequent passes we can use it as is as we'd just be undoing it right after.
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										frag_color *= blur.luminance_multiplier;
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								#ifdef GLOW_USE_AUTO_EXPOSURE
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										frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
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								#endif
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										frag_color *= blur.glow_exposure;
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										float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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										float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
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										frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
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									}
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								#endif // MODE_GAUSSIAN_GLOW
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											2021-07-29 17:43:17 +10:00
										 
									 
								 
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								#ifdef MODE_COPY
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									vec4 color = textureLod(source_color, uv_interp, 0.0);
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									frag_color = color;
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								#endif
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								}
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