#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable


// shader 6e2f31b2b2fcab1f: creates bloom mask


#ifdef VULKAN
	#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
	#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
	#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
	#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
	
#else
	#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
	#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
	#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
	#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
	
#endif

#ifdef VULKAN
	layout(set = 1, binding = 1) uniform ufBlock
	{
		uniform ivec4 uf_remappedPS[1]; // mask threshold
		uniform vec4 uf_fragCoordScale;
	};
	
#else
	uniform ivec4 uf_remappedPS[1]; // mask threshold
	uniform vec2 uf_fragCoordScale;
	
#endif

TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame
layout(location = 0) out vec4 passPixelColor0; // outputs to a texture used by c612390d4c70f430, 95a5a89d62998e0d and 49865bd2e62efda1


void main()
{
	// get mask threshold data
	float cutoff = intBitsToFloat(uf_remappedPS[0].x); // ~0.39: 0-1, higher = less glowing pixels
	float contrast = intBitsToFloat(uf_remappedPS[0].y); // 4.5: higher = sharper edges
	
	// get texture coordinate of this pixel
	vec4 coord = GET_FRAGCOORD();
	coord.x = coord.x * intBitsToFloat(0x3b088889); // align to scale/grid?
	coord.y = coord.y * intBitsToFloat(0x3b72b9d6);
	
	// get color of this pixel
	vec3 color = texture(textureUnitPS0, vec2(coord.x, coord.y)).xyz;
	
	// calculate luminance = percieved brightness
	float luminance = dot(color, vec3(0.299, 0.587, 0.114)); // percieved approximation
	
	// apply threshold, removes dark areas from the mask
	luminance = contrast * (luminance - cutoff) * $bloom_strength; // apply custom strength
	
	// apply to color and clamp
	color.x = clamp(luminance * color.x, 0.0, 1.0);
	color.y = clamp(luminance * color.y, 0.0, 1.0);
	color.z = clamp(luminance * color.z, 0.0, 1.0);
	
	// export
	passPixelColor0 = vec4(color.x, color.y, color.z, 0.0);
}
