mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
69 lines
1.9 KiB
Plaintext
69 lines
1.9 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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#define pi 3.141592654
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// Blur sizes must not depend on input resolution
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#define scalemod_x (params.SourceSize.x/360.0)
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#define scalemod_y (params.SourceSize.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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#include "functions.include"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord ; //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 FXAA_pass;
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layout(set = 0, binding = 3) uniform sampler2D doublesize_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 "pixel_glows.slang"
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#include "functions.include"
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vec4 main_wrap(void) {
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//Halo
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vec2 in_glow_coords = vTexCoord;
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if (DO_CURVATURE == 1.0) {
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if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
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in_glow_coords = Warp(vTexCoord,GEOM_WARP_X,GEOM_WARP_Y);
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}
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vec3 pixel_glowed;
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if (DO_FXAA == 1.0)
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pixel_glowed = pixel_glow(FXAA_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
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else
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pixel_glowed = pixel_glow(doublesize_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
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return vec4(pixel_glowed.rgb,1.0);
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//Out
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return vec4(vec3(0.0),1.0);
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}
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void main() {
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if (DO_IN_GLOW == 1.0 ) {
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FragColor = main_wrap();
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} else {
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return;
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}
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}
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