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https://github.com/italicsjenga/slang-shaders.git
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86 lines
2.7 KiB
Plaintext
86 lines
2.7 KiB
Plaintext
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#version 450
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//////////////////////////////////////////////////////////////////////////
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//
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// CC0 1.0 Universal (CC0 1.0)
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// Public Domain Dedication
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//
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// To the extent possible under law, J. Kyle Pittman has waived all
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// copyright and related or neighboring rights to this implementation
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// of CRT simulation. This work is published from the United States.
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//
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// For more information, please visit
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// https://creativecommons.org/publicdomain/zero/1.0/
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//
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//////////////////////////////////////////////////////////////////////////
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// Multi-purpose code used for both downsampling and upsampling the full-resolution output image.
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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 bloom_scale_up;
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} params;
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#pragma parameter bloom_scale_up "Upsample Bloom Scale" 0.02 0.0 0.03 0.001
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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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#define half4 vec4
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#define half3 vec3
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#define half2 vec2
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#define half float
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#define float2 vec2
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#define lerp(a, b, c) mix(a, b, c)
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#define tex2D(a, b) texture(a, b)
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#define mul(a, b) (b * a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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const float2 Poisson0 = float2(0.000000, 0.000000);
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const float2 Poisson1 = float2(0.000000, 1.000000);
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const float2 Poisson2 = float2(0.000000, -1.000000);
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const float2 Poisson3 = float2(-0.866025, 0.500000);
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const float2 Poisson4 = float2(-0.866025, -0.500000);
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const float2 Poisson5 = float2(0.866025, 0.500000);
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const float2 Poisson6 = float2(0.866025, -0.500000);
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const float InvNumSamples = 0.1428571428571429; //<- 1.0 / number of Poisson samples
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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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#define DownsampleBufferSampler Source
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void main()
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{
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vec4 bloom = vec4(0.0);
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vec2 BloomScale = vec2(params.bloom_scale_up);
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson0.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson1.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson2.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson3.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson4.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson5.yx * BloomScale));
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bloom += tex2D(DownsampleBufferSampler, vTexCoord + (Poisson6.yx * BloomScale));
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bloom *= InvNumSamples;
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FragColor = vec4(bloom);
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}
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