slang-shaders/anti-aliasing/shaders/shock.slang

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2018-12-14 15:21:55 +11:00
#version 450
// based on Nvidia's GPU Gems article:
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter27.html
// slang shader by torridgristle and hunterk
// This shader needs several iterations for a noticeable deblur effect
// Nvidia's example uses 5 passes at 0.05 intensity, which seems good
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layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float shockMagnitude;
} params;
#pragma parameter shockMagnitude "Shock Magnitude" 0.05 0.0 4.0 0.01
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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;
#define Euler 2.718281828459045
const vec3 ones = vec3(1.0, 1.0, 1.0);
void main()
{
vec3 inc = vec3(params.OutputSize.zw,0.0);
vec3 curCol = texture(Source, vTexCoord).xyz;
vec3 upCol = texture(Source, vTexCoord + inc.zy).xyz;
vec3 downCol = texture(Source, vTexCoord - inc.zy).xyz;
vec3 rightCol = texture(Source, vTexCoord + inc.xz).xyz;
vec3 leftCol = texture(Source, vTexCoord - inc.xz).xyz;
vec3 Convexity = 4.0 * curCol - rightCol - leftCol - upCol - downCol;
vec2 Diffusion = vec2(dot((rightCol - leftCol) * Convexity, ones),
dot((upCol - downCol) * Convexity, ones));
Diffusion *= params.shockMagnitude/(length(Diffusion) + 0.00001);
curCol += (Diffusion.x > 0 ? Diffusion.x * rightCol :
-Diffusion.x*leftCol) +
(Diffusion.y > 0 ? Diffusion.y * upCol :
-Diffusion.y * downCol);
FragColor = vec4(curCol/(1 + dot(abs(Diffusion), ones.xy)),1.0);
}