mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
62 lines
1.5 KiB
Plaintext
62 lines
1.5 KiB
Plaintext
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#version 450
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#include "config.inc"
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#define eps 1e-8
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 vOutputCoord;
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#include "functions.include"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = get_scaled_coords(TexCoord);
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vOutputCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 vOutputCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D final_pass;
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layout(set = 0, binding = 4) uniform sampler2D ambi_temporal_pass;
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#include "functions.include"
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vec4 pixel_border() {
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vec3 ambi = texture(ambi_temporal_pass, vOutputCoord).rgb;
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float l = length(ambi);
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float sat = 1.25;
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float bright = 1.25;
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ambi = normalize( pow(ambi.rgb + vec3(eps), vec3(sat)))*l * bright ;
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ambi*=bright;
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return vec4(ambi,0.0);
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}
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vec3 ambi_noised() {
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return pixel_border().rgb + random();
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}
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void main() {
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vec4 psample = texture(final_pass, vOutputCoord);
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if (DO_AMBILIGHT == 1) {
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vec3 ambinoised = ambi_noised();
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if (is_outer_frame(psample)) {
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FragColor = mark_outer_frame(ambi_noised());
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} else {
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FragColor = vec4(mix(ambinoised.rgb,psample.rgb,min(psample.a*1.5,1.0)),psample.a);
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}
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} else {
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FragColor = psample ;
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}
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//FragColor = vec4(ambi_noised(), 1.0);
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}
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