slang-shaders/misc/shaders/bead.slang

89 lines
2.2 KiB
Plaintext
Raw Permalink Normal View History

2019-08-02 07:01:43 +10:00
#version 450
2019-08-02 07:02:28 +10:00
/*
Author: Themaister
License: Public domain
*/
2019-08-02 07:01:43 +10:00
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BEAD_HIGH, BEAD_LOW, scale_factor, BEAD_SHARP;
2019-08-02 07:01:43 +10:00
} params;
#pragma parameter scale_factor "Scale (0 = Auto)" 0.0 0.0 30.0 1.0
int scale_factor = int(params.scale_factor);
#pragma parameter BEAD_HIGH "Bead Outside Diameter" 0.45 0.0 1.0 0.01
2019-08-02 07:01:43 +10:00
#define BEAD_HIGH params.BEAD_HIGH
#pragma parameter BEAD_LOW "Bead Inside Diameter" 0.15 0.0 1.0 0.01
2019-08-02 07:01:43 +10:00
#define BEAD_LOW params.BEAD_LOW
#pragma parameter BEAD_SHARP "Bead Sharpness" 6.0 1.0 20.0 1.0
#define BEAD_SHARP params.BEAD_SHARP
2019-08-02 07:01:43 +10:00
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;
layout(location = 1) out vec2 pixel_no;
void main()
{
gl_Position = global.MVP * Position;
vec2 box_scale = (scale_factor == 0) ? floor(params.OutputSize.xy * params.SourceSize.zw) : vec2(scale_factor);
box_scale = vec2(min(box_scale.x, box_scale.y));
vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
2019-08-02 07:01:43 +10:00
pixel_no = vTexCoord * params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pixel_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float rolloff(float len)
{
return exp(-BEAD_SHARP * len);
2019-08-02 07:01:43 +10:00
}
vec3 lookup(vec2 pixel_no, vec3 color)
{
float delta = dist(fract(pixel_no), vec2(0.5, 0.5));
if (delta > BEAD_LOW && delta < BEAD_HIGH)
return color;
else if (delta >= BEAD_HIGH)
return color * rolloff(delta - BEAD_HIGH);
else if (delta <= BEAD_LOW)
return color * rolloff(BEAD_LOW - delta);
else
return vec3(0.0, 0.0, 0.0);
}
#define TEX(coord) texelFetch(Source, ivec2(coord*params.SourceSize.xy),0).rgb
2019-08-02 07:01:43 +10:00
void main()
{
vec3 mid_color = lookup(pixel_no, TEX(vTexCoord));
FragColor = vec4(mid_color, 1.0);
}