mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
57 lines
1.4 KiB
Plaintext
57 lines
1.4 KiB
Plaintext
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#version 450
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#include "config.inc"
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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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#include "includes/functions.include.slang"
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#define SourceTexture Source
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#define SourceTextureSize params.SourceSize
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#define b_offset_x -0.05
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#define Pi2 6.28318530717959
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vec3 blur(float Quality, float Directions, float Size, vec2 co) {
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vec4 iResolution = SourceTextureSize;
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vec2 Radius = Size/iResolution.xy ;
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vec3 color = vec3(0.0,0.0,0.0);
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vec3 lookup = vec3(0.0,0.0,0.0);
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float steps=0.0;
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for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
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for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
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lookup = texture( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ).rgb ;
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color +=lookup.rgb;
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steps+=1.0;
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}
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}
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color /= steps;
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return color;
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}
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void main() {
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if (DO_BEZEL == 0.0) return;
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if (is_useless(texture(Source, vTexCoord))) return;
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vec2 res = vec2(params.SourceSize.x, params.SourceSize.y);
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vec2 dir = vec2(0.0,1.0);
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///Quality, Directions, Size, coords
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FragColor = vec4(blur(1,4,2,vTexCoord),1.0);
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}
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