mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
61 lines
2 KiB
Plaintext
61 lines
2 KiB
Plaintext
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#version 450
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#include "config.inc"
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#define pi 3.141592654
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// Blur sizes must not depend on input resolution
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#define scalemod_x (global.in_glow_passSize.x/360.0)
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#define scalemod_y (global.in_glow_passSize.y/270.0)
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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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void main() {
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gl_Position = global.MVP * Position;
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//vTexCoord = get_scaled_coords(TexCoord);
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vTexCoord = 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 FXAA_pass;
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layout(set = 0, binding = 3) uniform sampler2D first_pass;
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layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
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// shamlessly hidden into an include:
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#include "includes/pixel_glows.include.slang"
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vec4 main_wrap(void) {
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//Halo
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vec3 pixel_haloed;
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vec2 halo_coords = vTexCoord;
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if (DO_IN_GLOW == 1.0)
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pixel_haloed = pixel_glow(in_glow_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
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else if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
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pixel_haloed = pixel_glow(shift_and_bleed_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, params.OutputSize, params.OutputSize).rgb;
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else if (DO_FXAA > 0.0)
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pixel_haloed = pixel_glow(FXAA_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
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else
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pixel_haloed = pixel_glow(first_pass, HALO_W,HALO_H,HALO_POWER,HALO_GAMMA,halo_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
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return vec4(pixel_haloed.rgb,1.0);
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}
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void main() {
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if (DO_HALO == 0.0 ) return;
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FragColor = main_wrap();
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}
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