mirror of
https://github.com/italicsjenga/slang-shaders.git
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47 lines
1.5 KiB
Plaintext
47 lines
1.5 KiB
Plaintext
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#version 450
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#include "geom-deluxe-params.inc"
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#define tex_size0 global.SourceSize
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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 v_texCoord;
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layout(location = 1) out vec4 v_coeffs;
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void main()
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{
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gl_Position = global.MVP * Position;
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v_texCoord = TexCoord;
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float wid = width.x*tex_size0.y/(320.*aspect.y);
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v_coeffs = exp(vec4(1.,4.,9.,16.)*vec4(-1.0/wid/wid));
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}
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#pragma stage fragment
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layout(location = 0) in vec2 v_texCoord;
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layout(location = 1) in vec4 v_coeffs;
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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 TEX2D(v) pow(texture(Source, v).rgb, vec3(gamma))
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void main()
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{
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vec3 sum = vec3(0.0);
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float oney = 1.0/tex_size0.y;
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sum += TEX2D(v_texCoord + vec2(0.0, -4.0 * oney)) * vec3(v_coeffs.w);
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sum += TEX2D(v_texCoord + vec2(0.0, -3.0 * oney)) * vec3(v_coeffs.z);
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sum += TEX2D(v_texCoord + vec2(0.0, -2.0 * oney)) * vec3(v_coeffs.y);
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sum += TEX2D(v_texCoord + vec2(0.0, -1.0 * oney)) * vec3(v_coeffs.x);
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sum += TEX2D(v_texCoord);
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sum += TEX2D(v_texCoord + vec2(0.0, +1.0 * oney)) * vec3(v_coeffs.x);
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sum += TEX2D(v_texCoord + vec2(0.0, +2.0 * oney)) * vec3(v_coeffs.y);
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sum += TEX2D(v_texCoord + vec2(0.0, +3.0 * oney)) * vec3(v_coeffs.z);
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sum += TEX2D(v_texCoord + vec2(0.0, +4.0 * oney)) * vec3(v_coeffs.w);
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float norm = 1.0 / (1.0 + 2.0*(v_coeffs.x+v_coeffs.y+v_coeffs.z+v_coeffs.w));
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FragColor = vec4( pow(sum*vec3(norm), vec3(1.0/gamma.x)), 1.0 );
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}
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