slang-shaders/handheld/shaders/dot.slang

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define gamma 2.4
#define shine 0.05
#define blend 0.65
/*
Author: Themaister
License: Public domain
*/
#define TEX(coord) texture(Source, vTexCoord).rgb
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float color_bloom(vec3 color)
{
const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
float bright = dot(color, gray_coeff);
return mix(1.0 + shine, 1.0 - shine, bright);
}
vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
{
vec2 offset = vec2(offset_x, offset_y);
float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
return color * exp(-gamma * delta * color_bloom(color));
}
#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 vec4 c00_10;
layout(location = 2) out vec4 c00_01;
layout(location = 3) out vec4 c20_01;
layout(location = 4) out vec4 c21_02;
layout(location = 5) out vec4 c12_22;
layout(location = 6) out vec2 c11;
layout(location = 7) out vec2 pixel_no;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy));
c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0));
c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy));
c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy));
c11 = vTexCoord;
pixel_no = vTexCoord * global.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 c00_10;
layout(location = 2) in vec4 c00_01;
layout(location = 3) in vec4 c20_01;
layout(location = 4) in vec4 c21_02;
layout(location = 5) in vec4 c12_22;
layout(location = 6) in vec2 c11;
layout(location = 7) in vec2 pixel_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11));
vec3 color = vec3(0.0, 0.0, 0.0);
color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy));
color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw));
color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy));
color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw));
color += mid_color;
color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy));
color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw));
color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy));
color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw));
vec3 out_color = mix(1.2 * mid_color, color, blend);
FragColor = vec4(out_color, 1.0);
}