#version 450

layout(push_constant) uniform Push
{
	vec4 SourceSize;
	vec4 OriginalSize;
	vec4 OutputSize;
	uint FrameCount;
	float BLOOM_STRENGTH;
	float SOURCE_BOOST;
	float OUTPUT_GAMMA;
} params;

#pragma parameter BLOOM_STRENGTH "Bloom Strength"  0.10 0.0 1.0 0.01
#pragma parameter SOURCE_BOOST "Bloom Color Boost" 1.15 1.0 2.0 0.05
#pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA"       2.2 1.0 3.0  0.1

#define BLOOM_STRENGTH params.BLOOM_STRENGTH
#define SOURCE_BOOST params.SOURCE_BOOST
#define OUTPUT_GAMMA params.OUTPUT_GAMMA

#define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA)
#define saturate(c) clamp(c, 0.0, 1.0)

layout(std140, set = 0, binding = 0) uniform UBO
{
	mat4 MVP;
} global;

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
   gl_Position = global.MVP * Position;
   vTexCoord = TexCoord;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D CRT_PASS;

void main()
{
	vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb;
	vec3 bloom = texture(Source, vTexCoord).rgb;
	source += BLOOM_STRENGTH * bloom;
	FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0);
}
