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GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#include "bloom_common.glsl"
layout(set = 0, binding = 0) uniform texture2D inputTexture;
layout(set = 0, binding = 1) uniform texture2D inputCurTexture;
layout(set = 0, binding = 2, rgba16f) uniform image2D hdrUpscale;
#define SHARED_SAMPLER_SET 1
#include "../common/shared_sampler.glsl"
layout (push_constant) uniform PushConsts
{
uint bBlurX;
uint bFinalBlur;
uint upscaleTime;
float blurRadius;
};
const float kRadius = 16.0;
const float kSigma = 7.0;
float gaussianWeight(float x)
{
const float mu = 0; // From center.
const float dx = x - mu;
const float sigma2 = kSigma * kSigma;
return 0.398942280401 / kSigma * exp(- (dx * dx) * 0.5 / sigma2);
}
const float kBlenWeight[6] = { 0.25, 0.75, 1.5, 2.0, 2.5, 3.0}; // Sum is 10.0, so when composite, need *
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 upscaleSize = imageSize(hdrUpscale);
ivec2 workPos = ivec2(gl_GlobalInvocationID.xy);
if(workPos.x >= upscaleSize.x || workPos.y >= upscaleSize.y)
{
return;
}
vec2 uv = (vec2(workPos) + vec2(0.5)) / vec2(upscaleSize);
vec2 inputTexelSize = 1.0 / vec2(upscaleSize);
const bool bBlurXDirection = bBlurX > 0;
vec2 blurDirection = bBlurXDirection ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
blurDirection *= inputTexelSize;
vec4 sum = vec4(0.0);
for(float i = -kRadius; i <= kRadius; i++)
{
float weight = gaussianWeight(i);
sum.xyz += weight * texture(sampler2D(inputTexture, linearClampBorder0000Sampler), uv + i * blurDirection).xyz;
sum.w += weight;
}
sum.xyz /= sum.w;
if((!bBlurXDirection) && (bFinalBlur == 0))
{
vec3 currentColor = texture(sampler2D(inputCurTexture, linearClampEdgeSampler), uv).rgb;
#if MIX_BLOOM_UPSCALE
sum.xyz = mix(currentColor, sum.xyz, vec3(blurRadius));
#else
sum.xyz = currentColor + sum.xyz * kBlenWeight[upscaleTime];
#endif
}
#if !MIX_BLOOM_UPSCALE
sum.xyz *= (bFinalBlur == 1) ? 0.1 : 1.0;
#endif
imageStore(hdrUpscale, workPos, vec4(sum.xyz, 1.0f));
}