slang-shaders/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-blur_vert.slang

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2022-06-25 10:06:45 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "hsm-crt-easymode-blur_params.inc"
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
#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;
void main()
{
vec3 col = vec3(0.0);
float dy = params.SourceSize.w;
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
}
FragColor = vec4(col / k_total, 1.0);
}