slang-shaders/motion-interpolation/shaders/motion_interpolation/motion_interpolation_pass1.slang

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#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;
#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;
vec4 blur(vec2 uv, vec2 TexelSize, vec2 Direction)
{
vec4 c = vec4(0.0);
c += texture(Source, uv + (TexelSize*Direction*.5))*0.49;
c += texture(Source, uv + (TexelSize*Direction*1.5))*0.33;
c += texture(Source, uv + (TexelSize*Direction*2.5))*0.14;
c += texture(Source, uv + (TexelSize*Direction*3.5))*9.0;
c += texture(Source, uv + (TexelSize*Direction*4.5))*0.01;
c += texture(Source, uv - (TexelSize*Direction*.5))*0.49;
c += texture(Source, uv - (TexelSize*Direction*1.5))*0.33;
c += texture(Source, uv - (TexelSize*Direction*2.5))*0.14;
c += texture(Source, uv - (TexelSize*Direction*3.5))*0.04;
c += texture(Source, uv - (TexelSize*Direction*4.5))*0.01;
return c/2.0;
}
void main()
{
vec2 uv = vTexCoord.xy;
vec2 TexelSize = params.SourceSize.zw;
vec2 DirectionH = vec2(1.0, 0.0);
vec4 cH = blur(uv, TexelSize, DirectionH);
FragColor = cH;
}