#version 460 compatibility
#define COMP 1
/*
    References:
        [JIM14] Jimenez, Jorge. "Next Generation Post Processing in Call of Duty: Advanced Warfare" SIGGRAPH 2014.
            https:
*/
// This file is generated by options.main.kts. Do not edit this file manually.
#define SETTING_SHADOW_MAP_RESOLUTION 2048//[1024 2048 3072 4096]
const float shadowDistance = 512.0;//[64.0 128.0 192.0 256.0 384.0 512.0]
const float sunPathRotation = -20.0;//[-90.0 -89.0 -88.0 -87.0 -86.0 -85.0 -84.0 -83.0 -82.0 -81.0 -80.0 -79.0 -78.0 -77.0 -76.0 -75.0 -74.0 -73.0 -72.0 -71.0 -70.0 -69.0 -68.0 -67.0 -66.0 -65.0 -64.0 -63.0 -62.0 -61.0 -60.0 -59.0 -58.0 -57.0 -56.0 -55.0 -54.0 -53.0 -52.0 -51.0 -50.0 -49.0 -48.0 -47.0 -46.0 -45.0 -44.0 -43.0 -42.0 -41.0 -40.0 -39.0 -38.0 -37.0 -36.0 -35.0 -34.0 -33.0 -32.0 -31.0 -30.0 -29.0 -28.0 -27.0 -26.0 -25.0 -24.0 -23.0 -22.0 -21.0 -20.0 -19.0 -18.0 -17.0 -16.0 -15.0 -14.0 -13.0 -12.0 -11.0 -10.0 -9.0 -8.0 -7.0 -6.0 -5.0 -4.0 -3.0 -2.0 -1.0 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0 33.0 34.0 35.0 36.0 37.0 38.0 39.0 40.0 41.0 42.0 43.0 44.0 45.0 46.0 47.0 48.0 49.0 50.0 51.0 52.0 53.0 54.0 55.0 56.0 57.0 58.0 59.0 60.0 61.0 62.0 63.0 64.0 65.0 66.0 67.0 68.0 69.0 70.0 71.0 72.0 73.0 74.0 75.0 76.0 77.0 78.0 79.0 80.0 81.0 82.0 83.0 84.0 85.0 86.0 87.0 88.0 89.0 90.0]
#define SETTING_BLOOM_RADIUS 1.0//[1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0]
//#define SETTING_DEBUG_AE
#ifdef SETTING_DEBUG_AE
#endif
#if SETTING_SHADOW_MAP_RESOLUTION == 1024
#define SHADOW_MAP_SIZE_D16 64
const int shadowMapResolution = 1024;
#elif SETTING_SHADOW_MAP_RESOLUTION == 2048
#define SHADOW_MAP_SIZE_D16 128
const int shadowMapResolution = 2048;
#elif SETTING_SHADOW_MAP_RESOLUTION == 3072
#define SHADOW_MAP_SIZE_D16 192
const int shadowMapResolution = 3072;
#elif SETTING_SHADOW_MAP_RESOLUTION == 4096
#define SHADOW_MAP_SIZE_D16 256
const int shadowMapResolution = 4096;
#endif
uniform float near;
uniform float far;
uniform mat4 gbufferPreviousModelView;
uniform mat4 textureMatrix = mat4(1.0);
#ifdef DISTANT_HORIZONS
uniform float dhNearPlane;
uniform float dhFarPlane;
float farPlane = max(dhFarPlane, far);
float nearPlane = min(dhNearPlane, near);
#else
float farPlane = far;
float nearPlane = near;
#endif
uniform vec2 uval_mainImageSize;
uniform vec2 uval_mainImageSizeRcp;
uniform int uval_mainImageSizeIX;
uniform int uval_mainImageSizeIY;
ivec2 uval_mainImageSizeI = ivec2(uval_mainImageSizeIX, uval_mainImageSizeIY);
#ifndef GLOBAL_DATA_MODIFIER
#define GLOBAL_DATA_MODIFIER restrict readonly buffer
#endif
struct AEData {
    vec4 lastScreenAvgLum;
    vec4 screenAvgLum;
    vec4 expValues;
    vec2 hsPercents;
    uint shadowCount;
    uint highlightCount;
    uint weightSum;
    #ifdef SETTING_DEBUG_AE
    uint lumHistogram[256];
    uint lumHistogramMaxBinCount;
    float finalAvgLum;
    #endif
};
struct CameraData {
    uint frustumPlaneCount;
    vec4 frustumPlanes[6];
};
mat4 gbufferPrevModelView = gbufferPreviousModelView;
layout(std430, binding = 0) GLOBAL_DATA_MODIFIER GlobalData {
    uvec4 global_dispatchSize1;
    uvec4 global_dispatchSize2;
    uvec4 global_dispatchSize3;
    uvec4 global_dispatchSize4;
    mat4 gbufferPrevModelViewInverse;
    mat4 global_shadowRotationMatrix;
    mat4 global_shadowRotationMatrixInverse;
    mat4 global_taaJitterMat;
    mat4 global_camProj;
    mat4 global_camProjInverse;
    mat4 global_prevCamProj;
    mat4 global_prevCamProjInverse;
    mat4 global_shadowProjPrev;
    mat4 global_shadowProjInversePrev;
    mat4 global_shadowProj;
    mat4 global_shadowProjInverse;
    mat4 global_shadowView;
    mat4 global_shadowViewInverse;
    vec3 global_prevCameraDelta;
    vec2 global_prevTaaJitter;
    vec2 global_taaJitter;
    CameraData global_cameraData;
    vec2 global_mipmapSizes[16];
    vec2 global_mipmapSizesRcp[16];
    ivec4 global_mipmapTiles3[16];
    ivec2 global_mipmapSizesI[16];
    ivec2 global_mipmapSizePrefixesPadded[16];
    ivec2 global_mipmapSizePrefixes[16];
    ivec4 global_hizTiles[16];
    ivec4 global_mipmapTileCeil[16];
    ivec4 global_mipmapTileCeilPadded[16];
    ivec3 global_shadowAABBMinPrev;
    ivec3 global_shadowAABBMaxPrev;
    ivec3 global_shadowAABBMin;
    ivec3 global_shadowAABBMax;
    vec3 global_shadowAABBMinHistory;
    vec3 global_shadowAABBMaxHistory;
    ivec3 global_shadowAABBMinNew;
    ivec3 global_shadowAABBMaxNew;
    float global_focusDistance;
    int global_lastWorldTime;
    float global_historyResetFactor;
    vec4 global_motionFactor;
    vec4 global_taaResetFactor;
    float global_turbidity;
    AEData global_aeData;
    uint global_atomicCounters[16];
};
layout(std430, binding = 1) GLOBAL_DATA_MODIFIER IndirectComputeData {
    uint indirectComputeData[];
};
const vec2 SHADOW_MAP_SIZE = vec2(float(shadowMapResolution), 1.0 / float(shadowMapResolution));
uniform sampler2D usam_rgba16f;
#define saturate(x) clamp(x, 0.0, 1.0)
ivec2 _textile_texelToTexel(ivec2 texelPos, ivec2 tileOffset, ivec2 tileSize) {
    return clamp(texelPos, ivec2(0), tileSize - 1) + tileOffset;
}
vec2 _textile_uvToUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(0.5), tileSizeF - 0.5) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
vec2 _textile_uvToGatherUV(vec2 uv, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(uv * tileSizeF, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
vec2 _textile_texelToGatherUV(vec2 texelPos, vec2 tileOffsetF, vec2 tileSizeF, vec2 atlastSizeRcp) {
    vec2 textureTexelPos = clamp(texelPos, vec2(1.0), tileSizeF - 1.0) + tileOffsetF;
    return saturate(textureTexelPos * atlastSizeRcp);
}
#undef saturate
#define _shadesmith_RGBA16F_ATLAS_SIZE (uval_mainImageSize * vec2(4, 4))
#define _shadesmith_RGBA16F_ATLAS_SIZE_RCP (vec2(1.0) / _shadesmith_RGBA16F_ATLAS_SIZE)
#define _shadesmith_RGBA16F_9_OFFSET (uval_mainImageSizeI * ivec2(0, 3))
#define _shadesmith_RGBA16F_9_OFFSET_F (uval_mainImageSize * vec2(0, 3))
#define _shadesmith_RGBA16F_9_SIZE uval_mainImageSizeI
#define _shadesmith_RGBA16F_9_SIZE_F uval_mainImageSize
#define _shadesmith_RGBA16F_9_TEXEL_TO_TEXEL(texelPos) _textile_texelToTexel(texelPos, _shadesmith_RGBA16F_9_OFFSET, _shadesmith_RGBA16F_9_SIZE)
#define _shadesmith_RGBA16F_9_UV_TO_UV(uv) _textile_uvToUV(uv, _shadesmith_RGBA16F_9_OFFSET_F, _shadesmith_RGBA16F_9_SIZE_F, _shadesmith_RGBA16F_ATLAS_SIZE_RCP)
#define transient_bloom_sample(x) texture(usam_rgba16f, _shadesmith_RGBA16F_9_UV_TO_UV(x))
#define transient_bloom_fetch(x) texelFetch(usam_rgba16f, _shadesmith_RGBA16F_9_TEXEL_TO_TEXEL(x), 0)
#define transient_bloom_store(x, v) imageStore(uimg_rgba16f, _shadesmith_RGBA16F_9_TEXEL_TO_TEXEL(x), v)
#if defined MC_GL_AMD_gpu_shader_half_float
#extension GL_AMD_gpu_shader_half_float : enable
#elif defined MC_GL_NV_gpu_shader5
#extension GL_NV_gpu_shader5 : enable
#else
#define NO_HALF
#define hf
#define float16_t float
#define f16vec2 vec2
#define f16vec3 vec3
#define f16vec4 vec4
#define f16mat2 mat2
#define f16mat3 mat3
#define f16mat4 mat4
#endif
const vec2 workGroupsRender = vec2(0.00390625, 0.00390625);
layout(local_size_x = 16, local_size_y = 16) in;
void bloom_init();
vec4 bloom_main(ivec2 texelPos);
vec4 _bloom_imageLoad(ivec2 coord);
void _bloom_imageStore(ivec2 coord, vec4 data);
vec4 _bloom_imageSample(vec2 uv);
vec4 _bloom_imageSample(vec2 uv) {
    return transient_bloom_sample(uv);
}
layout(rgba16f) uniform restrict image2D uimg_rgba16f;
vec4 _bloom_imageLoad(ivec2 coord) {
    return transient_bloom_fetch(coord);
}
void _bloom_imageStore(ivec2 coord, vec4 data) {
    transient_bloom_store(coord, data);
}
ivec4 bloom_inputTile = global_mipmapTileCeilPadded[9];
ivec4 bloom_outputTile = global_mipmapTileCeilPadded[9 - 1];
ivec2 inputStartTexel = bloom_inputTile.xy;
ivec2 inputEndTexel = bloom_inputTile.xy + bloom_inputTile.zw;
vec2 inputStartUV = (vec2(inputStartTexel) + 0.0) * uval_mainImageSizeRcp;
vec2 inputEndUV = (vec2(inputEndTexel) - 0.0) * uval_mainImageSizeRcp;
vec4 bloom_readInputUp(ivec2 coord, ivec2 offset) {
    vec2 readPosUV = vec2((vec2(coord) + offset * SETTING_BLOOM_RADIUS + 0.5) * 0.5 + inputStartTexel) * uval_mainImageSizeRcp;
    readPosUV = clamp(readPosUV, inputStartUV + 0.5 * uval_mainImageSizeRcp, inputEndUV - 0.5 * uval_mainImageSizeRcp);
    return _bloom_imageSample(readPosUV);
}
void bloom_writeOutput(ivec2 coord, vec4 data) {
    coord += bloom_outputTile.xy;
    vec4 writeData = _bloom_imageLoad(coord);
    writeData += data;
    _bloom_imageStore(coord, writeData);
}
void bloom_init() { }
vec4 bloom_main(ivec2 texelPos) {
    vec4 result = vec4(0.0);
    vec4 a = bloom_readInputUp(texelPos, ivec2(-1, -1));
    vec4 c = bloom_readInputUp(texelPos, ivec2(1, -1));
    vec4 g = bloom_readInputUp(texelPos, ivec2(-1, 1));
    vec4 i = bloom_readInputUp(texelPos, ivec2(1, 1));
    result += (a + c + g + i) * 0.0625;
    vec4 b = bloom_readInputUp(texelPos, ivec2(0, -1));
    vec4 d = bloom_readInputUp(texelPos, ivec2(-1, 0));
    vec4 f = bloom_readInputUp(texelPos, ivec2(1, 0));
    vec4 h = bloom_readInputUp(texelPos, ivec2(0, 1));
    result += (b + d + f + h) * 0.125;
    vec4 e = bloom_readInputUp(texelPos, ivec2(0, 0));
    result += e * 0.25;
    return result;
}
void main() {
    bloom_init();
    ivec2 texelPos = ivec2(gl_GlobalInvocationID.xy);
    if (all(lessThan(texelPos, bloom_outputTile.zw))) {
        vec4 result = bloom_main(texelPos);
        bloom_writeOutput(texelPos, result);
    }
}