mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
55 lines
1.6 KiB
Plaintext
55 lines
1.6 KiB
Plaintext
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#version 450
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#include "config.inc"
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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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layout(location = 1) out float vHALO_W;
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layout(location = 2) out vec3 vHALO_GAMMA;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vHALO_W = HALO_W / NEW_SCALEMOD_X; //Make it resolution independent.
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vHALO_GAMMA = vec3(HALO_GAMMA);
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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 = 1) in float vHALO_W;
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layout(location = 2) in vec3 vHALO_GAMMA;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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#include "includes/functions.include.slang"
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void main() {
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if (DO_HALO == 0.0 ) return;
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//Pass the right texture unchanged for tighter blurs:
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if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
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if (DO_IN_GLOW == 1.0)
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FragColor = texture(in_glow_pass, vTexCoord);
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else
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FragColor = texture(shift_and_bleed_pass, vTexCoord);
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return;
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}
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vec3 pixel_haloed;
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if (DO_IN_GLOW == 1.0) {
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//pixel_haloed = blur9_x(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W);
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pixel_haloed = blur9_x_gamma(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
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}
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else {
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pixel_haloed = blur9_x_gamma(shift_and_bleed_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
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}
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FragColor = vec4(pixel_haloed.rgb, 1.0);
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}
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