{
    "QEN": {
        "description": "The Glow effect adds soft glowing effect for the source content.",
        "extraMargin": 80,
        "fragmentCode": [
            "@requires BlurHelper",
            "@main",
            "{",
            "    vec4 glow = texture(iSource, texCoord) * glowBlurWeight1[0];",
            "    glow += texture(iSourceBlur1, texCoord) * glowBlurWeight1[1];",
            "#if (BLUR_HELPER_MAX_LEVEL > 2)",
            "    glow += texture(iSourceBlur2, texCoord) * glowBlurWeight1[2];",
            "#endif",
            "#if (BLUR_HELPER_MAX_LEVEL > 8)",
            "    glow += texture(iSourceBlur3, texCoord) * glowBlurWeight1[3];",
            "#endif",
            "#if (BLUR_HELPER_MAX_LEVEL > 16)",
            "    glow += texture(iSourceBlur4, texCoord) * glowBlurWeight2[0];",
            "#endif",
            "#if (BLUR_HELPER_MAX_LEVEL > 32)",
            "    glow += texture(iSourceBlur5, texCoord) * glowBlurWeight2[1];",
            "#endif",
            "",
            "    glow = min(glow * glowBloom, vec4(glowMaxBrightness));",
            "    glow = mix(glow, glow.a * glowColor, glowColor.a);",
            "",
            "    // Blend in the Glow",
            "    if (glowBlendMode == 0) {",
            "        // Additive",
            "        fragColor += glow;",
            "    } else if (glowBlendMode == 1) {",
            "        // Screen",
            "        fragColor = clamp(fragColor, vec4(0.0), vec4(1.0));",
            "        fragColor = max((fragColor + glow) - (fragColor * glow), vec4(0.0));",
            "    } else if (glowBlendMode == 2) {",
            "        // Replace",
            "        fragColor = glow;",
            "    } else {",
            "        // Outer",
            "        fragColor = mix(glow, fragColor, fragColor.a);",
            "    }",
            "}"
        ],
        "name": "Glow",
        "properties": [
            {
                "defaultValue": "1",
                "description": "Sets the blending mode for the glow effect. 0 = Additive, 1 = Screen, 2 = Replace, 3 = Outer.",
                "maxValue": "3",
                "minValue": "0",
                "name": "glowBlendMode",
                "displayName": "Blend Mode",
                "type": "int"
            },
            {
                "defaultValue": "1",
                "description": "Sets the softness of the glow.",
                "maxValue": "1",
                "minValue": "0",
                "name": "glowBlurAmount",
                "displayName": "Blur Amount",
                "type": "float"
            },
            {
                "defaultValue": "1",
                "description": "Sets the bloom strength of the glow.",
                "maxValue": "2",
                "minValue": "0",
                "name": "glowBloom",
                "displayName": "Bloom",
                "type": "float"
            },
            {
                "defaultValue": "1",
                "description": "Sets the maximum brightness of the glow.",
                "maxValue": "1",
                "minValue": "0",
                "name": "glowMaxBrightness",
                "displayName": "Max Brightness",
                "type": "float"
            },
            {
                "defaultValue": "1, 1, 1, 0.5",
                "description": "Sets the color of the glow. Alpha channel defines how much color is applied vs. using the colors of the source item. The default value is white with 0.5 alpha.",
                "name": "glowColor",
                "displayName": "Color",
                "type": "color"
            }
        ],
        "version": 1,
        "vertexCode": [
            "out vec4 glowBlurWeight1;",
            "out vec2 glowBlurWeight2;",
            "",
            "float glowBlurWeight(float v) {",
            "    return max(0.0, min(1.0, 1.0 - v * 2.0));",
            "}",
            "",
            "@main",
            "{",
            "    float blurLod = sqrt(glowBlurAmount * (BLUR_HELPER_MAX_LEVEL / 64.0)) * 1.2 - 0.2;",
            "    float bw1 = glowBlurWeight(abs(blurLod - 0.1));",
            "    float bw2 = glowBlurWeight(abs(blurLod - 0.3));",
            "    float bw3 = glowBlurWeight(abs(blurLod - 0.5));",
            "    float bw4 = glowBlurWeight(abs(blurLod - 0.7));",
            "    float bw5 = glowBlurWeight(abs(blurLod - 0.9));",
            "    float bw6 = glowBlurWeight(abs(blurLod - 1.1));",
            "",
            "    float bsum = bw1 + bw2 + bw3 + bw4 + bw5 + bw6;",
            "    glowBlurWeight1 = vec4(bw1 / bsum, bw2 / bsum, bw3 / bsum, bw4 / bsum);",
            "    glowBlurWeight2 = vec2(bw5 / bsum, bw6 / bsum);",
            "}"
        ]
    }
}
