mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
63 lines
1.7 KiB
Plaintext
63 lines
1.7 KiB
Plaintext
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#version 450
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// Avg. Luminance Smoothing
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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;
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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 OriginalHistory1;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory7;
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#define PrevTexture OriginalHistory1
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#define Prev1Texture OriginalHistory2
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#define Prev2Texture OriginalHistory3
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#define Prev3Texture OriginalHistory4
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#define Prev4Texture OriginalHistory5
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#define Prev5Texture OriginalHistory6
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#define Prev6Texture OriginalHistory7
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#define TEX0 vTexCoord
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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void main()
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{
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vec3 color = COMPAT_TEXTURE(PrevTexture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb;
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color+= COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb;
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FragColor = vec4(color/7.0,1.0);
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}
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