mirror of
https://github.com/italicsjenga/slang-shaders.git
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79 lines
2.5 KiB
Plaintext
79 lines
2.5 KiB
Plaintext
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#version 450
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/*
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print-resolution-text-apply.slang
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Takes the output of the text generate pass and applies it on top of the image
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*/
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#pragma name TextApplyPass
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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 PRINT_RESOLUTION_TEXT_ON;
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} params;
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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 parameter PRINT_RESOLUTION_TEXT_TITLE "[ PRINT RESOLUTION TEXT ]" 0 0 0.001 0.001
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#pragma parameter PRINT_RESOLUTION_TEXT_ON " Show Resolution Text" 1 0 1 1
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float PRINT_RESOLUTION_TEXT_ON = params.PRINT_RESOLUTION_TEXT_ON;
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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 = 1) uniform sampler2D TextGeneratePass;
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/* Composite one image over top another using the alpha to blend
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* It is expected that the input colors have been already premultiplied
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* which means their rgb has already been multiplied by their alpha */
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vec4 PreMultAlphaBlend(vec4 color_under, vec4 color_over)
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{
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vec4 out_color = vec4(color_over.rgb + (color_under.rgb * (1 - color_over.a)), clamp(color_under.a + color_over.a, 0, 1));
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return out_color;
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}
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void main()
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{
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vec4 in_pass_color = texture(TextGeneratePass, vTexCoord);
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FragColor = in_pass_color;
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//////// Draw text to show resolutions //////////
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if (PRINT_RESOLUTION_TEXT_ON == 1 && vTexCoord.x > params.OutputSize.z * 2 && vTexCoord.y > params.OutputSize.w * 2)
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{
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vec2 ps = params.OutputSize.zw;
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vec4 text_rgba = vec4(FragColor.a);
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text_rgba.rgb *= vec3(1, 1, 0);
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 0)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, 1)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 1)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 1)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 0)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, -1)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, -1)).a;
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text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, -1)).a;
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text_rgba = clamp(text_rgba, 0, 1);
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FragColor.rgb = PreMultAlphaBlend(FragColor, text_rgba).rgb;
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}
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return;
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}
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