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https://github.com/italicsjenga/slang-shaders.git
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67 lines
1.6 KiB
Plaintext
67 lines
1.6 KiB
Plaintext
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#version 450
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#pragma name MMJ_BlurPass_V
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/*
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----------------------------------------------------------------
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MMJ's Cel Shader v2.0 - Multi-Pass
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----------------------------------------------------------------
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Based on the original blur-gauss-v shader code.
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Used to blur the outlines, which is helpful at higher internal
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resolution settings to increase the line thickness.
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Parameters:
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-----------
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Blur Weight - Vertical = Adjusts vertical blur factor.
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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 MMJ_BlurPass_HSize;
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vec4 OriginalSize;
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float BlurWeightV;
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} params;
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#pragma parameter BlurWeightV "Blur Weight - Vertical" 0.0 0.0 16.0 1.0
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#define MMJ_BlurPass_HSize params.MMJ_BlurPass_HSize
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#define OriginalSize params.OriginalSize
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#define BlurWeightV params.BlurWeightV
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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 MMJ_BlurPass_H;
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void main()
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{
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vec2 PIXEL_SIZE = OriginalSize.zw;
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vec4 C = texture(MMJ_BlurPass_H, vTexCoord);
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float L = 0.0, J = 0.0;
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for(int i = 1; i <= BlurWeightV; ++i) {
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L = 1.0 / i;
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J = 0.5 * i * PIXEL_SIZE.y;
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C = mix(C, mix(texture(MMJ_BlurPass_H, vTexCoord + vec2(0.0, J)), texture(MMJ_BlurPass_H, vTexCoord - vec2(0.0, J)), 0.5), L);
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}
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FragColor = C;
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}
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