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https://github.com/italicsjenga/slang-shaders.git
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97 lines
4.3 KiB
Plaintext
97 lines
4.3 KiB
Plaintext
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#version 450
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// newpixie CRT
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// by Mattias Gustavsson
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// adapted for slang by hunterk
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/*
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------------------------------------------------------------------------------
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This software is available under 2 licenses - you may choose the one you like.
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------------------------------------------------------------------------------
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ALTERNATIVE A - MIT License
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Copyright (c) 2016 Mattias Gustavsson
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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------------------------------------------------------------------------------
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ALTERNATIVE B - Public Domain (www.unlicense.org)
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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software, either in source code form or as a compiled binary, for any purpose,
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commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of this
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software dedicate any and all copyright interest in the software to the public
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domain. We make this dedication for the benefit of the public at large and to
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the detriment of our heirs and successors. We intend this dedication to be an
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overt act of relinquishment in perpetuity of all present and future rights to
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this software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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------------------------------------------------------------------------------
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float NPX_BLUR_HORIZ;
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} params;
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#pragma parameter NPX_BLUR_HORIZ " Horizontal Blur" 1.0 0.75 5.0 0.25
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vec2 blur = vec2(params.NPX_BLUR_HORIZ, 0.0) * params.OutputSize.zw;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = 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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec4 sum = texture( Source, uv ) * 0.2270270270;
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sum += texture(Source, vec2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;
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sum += texture(Source, vec2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;
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sum += texture(Source, vec2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;
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sum += texture(Source, vec2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;
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sum += texture(Source, vec2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;
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sum += texture(Source, vec2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;
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sum += texture(Source, vec2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;
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sum += texture(Source, vec2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;
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FragColor = sum;
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}
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