mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
// MIT License
|
||
|
|
||
|
// Copyright (c) 2019 bloc97
|
||
|
|
||
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
// of this software and associated documentation files (the "Software"), to deal
|
||
|
// in the Software without restriction, including without limitation the rights
|
||
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
// copies of the Software, and to permit persons to whom the Software is
|
||
|
// furnished to do so, subject to the following conditions:
|
||
|
|
||
|
// The above copyright notice and this permission notice shall be included in all
|
||
|
// copies or substantial portions of the Software.
|
||
|
|
||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||
|
// SOFTWARE.
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
} params;
|
||
|
|
||
|
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 * 1.0001;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
float dx = params.SourceSize.z;
|
||
|
float dy = params.SourceSize.w;
|
||
|
|
||
|
vec4 c0 = texture(Source, vTexCoord);
|
||
|
|
||
|
//[tl t tr]
|
||
|
//[ l r]
|
||
|
//[bl b br]
|
||
|
|
||
|
float t = texture(Source, vTexCoord + vec2( 0, -dy)).a;
|
||
|
float tl = texture(Source, vTexCoord + vec2(-dx, -dy)).a;
|
||
|
float tr = texture(Source, vTexCoord + vec2( dx, -dy)).a;
|
||
|
|
||
|
float l = texture(Source, vTexCoord + vec2(-dx, 0)).a;
|
||
|
float r = texture(Source, vTexCoord + vec2( dx, 0)).a;
|
||
|
|
||
|
float b = texture(Source, vTexCoord + vec2( 0, dy)).a;
|
||
|
float bl = texture(Source, vTexCoord + vec2(-dx, dy)).a;
|
||
|
float br = texture(Source, vTexCoord + vec2( dx, dy)).a;
|
||
|
|
||
|
//Horizontal Gradient
|
||
|
//[-1 0 1]
|
||
|
//[-2 0 2]
|
||
|
//[-1 0 1]
|
||
|
float xgrad = (-tl + tr - l - l + r + r - bl + br);
|
||
|
|
||
|
//Vertical Gradient
|
||
|
//[-1 -2 -1]
|
||
|
//[ 0 0 0]
|
||
|
//[ 1 2 1]
|
||
|
float ygrad = (-tl - t - t - tr + bl + b + b + br);
|
||
|
|
||
|
//Computes the luminance's gradient and saves it in the unused alpha channel
|
||
|
FragColor = vec4(c0.r, c0.g, c0.b, 1 - clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0, 1));
|
||
|
}
|