/**
 * @ Version: SCREEN SPACE SHADERS - UPDATE 22
 * @ Description: Bloom - Build
 * @ Modified time: 2024-10-28 13:40
 * @ Author: https://www.moddb.com/members/ascii1457
 * @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
 */

#include "screenspace_common.h"

uniform float4 ssfx_bloom_1; // Threshold, Exposure, Emmisive, Sky

Texture2D s_scene;
Texture2D s_emissive;

float4 main ( p_screen I ) : SV_Target
{

#ifndef USE_MSAA
	float3 P = s_position.Sample( smp_nofilter, I.tc0.xy ).xyz;
#else
	float3 P = s_position.Load( int3( I.hpos.xy * 2.0f, 0 ), 0 ).xyz;
#endif

	float3 Result = s_scene.SampleLevel(smp_linear, I.tc0.xy, 0).rgb;

	// Sky Intensity
	Result *= P.z <= SKY_EPS ? ssfx_bloom_1.w : 1.0f;

	// Threshold
	Result = pow(abs(Result), ssfx_bloom_1.x);

	float3 Emissive = s_emissive.SampleLevel(smp_linear, I.tc0.xy, 0).rgb;

	// Emissive doesn't use threshold
	Result = saturate(Result + Emissive);

	return float4(saturate(Result), dot(Emissive, 1));
	//return float4(saturate(Result), 1);
}