/* Copyright (c) 2021, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef BLUR_COMMON_H_ #define BLUR_COMMON_H_ layout(set = 0, binding = 0) uniform sampler2D in_tex; layout(rgba16f, set = 0, binding = 1) writeonly uniform image2D out_tex; layout(push_constant) uniform Registers { uvec2 resolution; vec2 inv_resolution; vec2 inv_input_resolution; } registers; vec2 get_uv(vec2 uv, float x, float y, float scale) { return uv + registers.inv_input_resolution * (vec2(x, y) * scale); } vec3 bloom_blur(vec2 uv, float uv_scale) { vec3 rgb = vec3(0.0); const float N = -1.0; const float Z = 0.0; const float P = 1.0; rgb += 0.25 * textureLod(in_tex, get_uv(uv, Z, Z, uv_scale), 0.0).rgb; rgb += 0.0625 * textureLod(in_tex, get_uv(uv, N, P, uv_scale), 0.0).rgb; rgb += 0.0625 * textureLod(in_tex, get_uv(uv, P, P, uv_scale), 0.0).rgb; rgb += 0.0625 * textureLod(in_tex, get_uv(uv, N, N, uv_scale), 0.0).rgb; rgb += 0.0625 * textureLod(in_tex, get_uv(uv, P, N, uv_scale), 0.0).rgb; rgb += 0.125 * textureLod(in_tex, get_uv(uv, N, Z, uv_scale), 0.0).rgb; rgb += 0.125 * textureLod(in_tex, get_uv(uv, P, Z, uv_scale), 0.0).rgb; rgb += 0.125 * textureLod(in_tex, get_uv(uv, Z, N, uv_scale), 0.0).rgb; rgb += 0.125 * textureLod(in_tex, get_uv(uv, Z, P, uv_scale), 0.0).rgb; return rgb; } #endif