slang-shaders/bezel/koko-aio/shaders-ng/reflection_blur_pre.slang

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vCoordsAdapted;
#include "includes/functions.include.slang"
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void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vCoordsAdapted = vTexCoord;
//override aspect?
if (DO_GAME_GEOM_OVERRIDE > 0.5)
vCoordsAdapted = content_geom_override(vCoordsAdapted, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
vCoordsAdapted = zoomout_coords( vCoordsAdapted, BEZEL_RFL_ZOOM, 1.0);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vCoordsAdapted;
layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D flick_and_noise_pass;
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layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
#include "includes/functions.include.slang"
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#include "includes/blooms.include.slang"
float borders_gradient(vec2 co, float smoothness) {
//Draws a square with smooth borders:
float size = 1.0;
vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness);
vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw);
return hv.x * hv.y;
}
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void main() {
if (DO_BEZEL == 0.0) return;
float skip_border = BEZEL_REFL_SKIP_SIZE;
if (vTexCoord.x > skip_border && vTexCoord.x < 1.0 - skip_border &&
vTexCoord.y > skip_border && vTexCoord.y < 1.0 - skip_border ) {
return;
}
vec2 coords = vCoordsAdapted;
if (DO_DYNZOOM == 1.0)
coords = zoom(coords, get_dyn_zoom(avglum_pass));
//eventually return black pixel
if (coords.y < 0.0 || coords.y > 1.0 || coords.x < 0.0 || coords.x > 1.0) {
FragColor = vec4(0.0);
return;
}
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//Create a gradient near borders to modulate between blurrend and sharp refection.
float smoothness = 0.15;
vec2 coords_shade = zoom(vTexCoord,1.05);
float shade_sharp_blur = borders_gradient(coords_shade, smoothness);
//shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
shade_sharp_blur = shade_sharp_blur - (BEZEL_RFL_BLR_SHD - 0.2);
shade_sharp_blur=clamp(shade_sharp_blur, 0.0,1.0);
float blur_radius= (shade_sharp_blur) * 2.0 ;
float blur_quality = 1;
vec3 pixel_out = bloom(flick_and_noise_pass, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, 0.0, 1.0) ;
FragColor = vec4(pixel_out,shade_sharp_blur );
//FragColor = vec4(shade_sharp_blur );
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}