mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
133 lines
3.4 KiB
Plaintext
133 lines
3.4 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Gaussian blur - horizontal pass, dynamic range, resizable
|
||
|
|
||
|
Copyright (C) 2020-2023 guest(r) - guest.r@gmail.com
|
||
|
|
||
|
This program is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 LinearizePassSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float SIZEH;
|
||
|
float SIGMA_H;
|
||
|
float m_glow;
|
||
|
float m_glow_cutoff;
|
||
|
float m_glow_low;
|
||
|
float m_glow_high;
|
||
|
float m_glow_dist;
|
||
|
float m_glow_mask;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter bogus_mglow "[ MAGIC GLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
|
||
|
|
||
|
#pragma parameter m_glow " Ordinary Glow / Magic Glow" 0.0 0.0 1.0 1.0
|
||
|
#define m_glow params.m_glow
|
||
|
|
||
|
#pragma parameter m_glow_cutoff " Magic Glow Cutoff" 0.12 0.0 0.4 0.01
|
||
|
#define m_glow_cutoff params.m_glow_cutoff
|
||
|
|
||
|
#pragma parameter m_glow_low " Magic Glow Low Strength" 0.35 0.0 7.0 0.05
|
||
|
|
||
|
#pragma parameter m_glow_high " Magic Glow High Strength" 5.0 0.0 7.0 0.10
|
||
|
|
||
|
#pragma parameter m_glow_dist " Magic Glow Distribution" 1.0 0.20 4.0 0.05
|
||
|
|
||
|
#pragma parameter m_glow_mask " Magic Glow Mask Strength" 1.0 0.0 2.0 0.025
|
||
|
|
||
|
#pragma parameter bogus_glow1 "[ GLOW PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
|
||
|
|
||
|
#pragma parameter SIZEH " Horizontal Glow Radius" 6.0 1.0 50.0 1.0
|
||
|
#define SIZEH params.SIZEH
|
||
|
|
||
|
#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.10
|
||
|
#define SIGMA_H params.SIGMA_H
|
||
|
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
|
||
|
|
||
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||
|
|
||
|
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
|
||
|
|
||
|
float gaussian(float x)
|
||
|
{
|
||
|
return exp(-x*x*invsqrsigma);
|
||
|
}
|
||
|
|
||
|
vec3 plant (vec3 tar, float r)
|
||
|
{
|
||
|
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
|
||
|
return tar * r / t;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 SourceSize1 = params.OriginalSize;
|
||
|
float f = fract(SourceSize1.x * vTexCoord.x);
|
||
|
f = 0.5 - f;
|
||
|
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
|
||
|
vec3 color = vec3(0.0);
|
||
|
vec2 dx = vec2(SourceSize1.z, 0.0);
|
||
|
|
||
|
float w;
|
||
|
float wsum = 0.0;
|
||
|
vec3 pixel;
|
||
|
float n = -SIZEH;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
|
||
|
if (m_glow > 0.5)
|
||
|
{
|
||
|
pixel = max(pixel-m_glow_cutoff, 0.0);
|
||
|
pixel = plant(pixel, max(max(max(pixel.r,pixel.g),pixel.b)-m_glow_cutoff,0.0));
|
||
|
}
|
||
|
w = gaussian(n+f);
|
||
|
color = color + w * pixel;
|
||
|
wsum = wsum + w;
|
||
|
n = n + 1.0;
|
||
|
|
||
|
} while (n <= SIZEH);
|
||
|
|
||
|
color = color / wsum;
|
||
|
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
}
|