#version 450 #include const uint MAX_BLOOM_MIP_LEVELS = 6; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(set = 0, binding = 0) uniform sampler bloom_sampler; layout(set = 0, binding = 1) uniform texture2D bloom_texture; layout(set = 0, binding = 2, r32ui) uniform uimage2D bloom_mip_chain[MAX_BLOOM_MIP_LEVELS]; layout(push_constant) uniform PushConstants { uint dst_mip_level; float intensity; }; uint src_mip_level = dst_mip_level + 1; vec3 sample1(vec2 uv) { return textureLod(sampler2D(bloom_texture, bloom_sampler), uv, src_mip_level).rgb; } // 9-tap tent filter. vec3 upsampleTent9(vec2 uv, vec2 src_texel_size) { vec3 color; color = sample1(uv + vec2(-1.0, -1.0) * src_texel_size) * 1.0; color += sample1(uv + vec2( 0.0, -1.0) * src_texel_size) * 2.0; color += sample1(uv + vec2( 1.0, -1.0) * src_texel_size) * 1.0; color += sample1(uv + vec2(-1.0, 0.0) * src_texel_size) * 2.0; color += sample1(uv + vec2( 0.0, 0.0) * src_texel_size) * 4.0; color += sample1(uv + vec2( 1.0, 0.0) * src_texel_size) * 2.0; color += sample1(uv + vec2(-1.0, 1.0) * src_texel_size) * 1.0; color += sample1(uv + vec2( 0.0, 1.0) * src_texel_size) * 2.0; color += sample1(uv + vec2( 1.0, 1.0) * src_texel_size) * 1.0; return color * (1.0 / 16.0); } void blend(vec2 uv, ivec2 dst_coord, vec3 color) { color += textureLod(sampler2D(bloom_texture, bloom_sampler), uv, dst_mip_level).rgb; uint packed = convertToSharedExponent(color); imageStore(bloom_mip_chain[dst_mip_level], dst_coord, uvec4(packed, 0, 0, 0)); } void main() { ivec2 dst_coord = ivec2(gl_GlobalInvocationID.xy); ivec2 dst_size = imageSize(bloom_mip_chain[dst_mip_level]); if (dst_coord.x > dst_size.x || dst_coord.y > dst_size.y) { return; } ivec2 src_size = textureSize(sampler2D(bloom_texture, bloom_sampler), int(src_mip_level)); vec2 src_texel_size = 1.0 / vec2(src_size); vec2 uv = (vec2(dst_coord) + 0.5) / vec2(dst_size); vec3 color = upsampleTent9(uv, src_texel_size); color *= intensity; blend(uv, dst_coord, color); }