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