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Vulkan-Samples/shaders/async_compute/blur_common.h
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2025-09-04 10:54:47 +08:00

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/* 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