// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later // Code adapted from the following sources: // - https://learnopengl.com/Advanced-Lighting/Bloom // - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ #version 460 core layout(location = 0) in vec2 frag_tex_coord; layout(location = 0) out vec4 color; layout(binding = 0) uniform sampler2D color_texture; const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); for (int i = 1; i < 3; i++) { result += texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) * weight[i]; result += texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) * weight[i]; } return result; } vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); for (int i = 1; i < 3; i++) { result += texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) * weight[i]; result += texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) * weight[i]; } return result; } vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) { vec4 result = vec4(0.0f); for (int i = 1; i < 3; i++) { result += texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) * weight[i]; result += texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) * weight[i]; } return result; } void main() { vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0]; vec2 tex_offset = 1.0f / textureSize(color_texture, 0); // TODO(Blinkhawk): This code can be optimized through shader group instructions. vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb; vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); color = vec4(combination + base, 1.0f); }