slang-shaders/crt/shaders/geom-deluxe/gaussx.slang

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#version 450
#include "geom-deluxe-params.inc"
#define tex_size0 global.SourceSize
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 v_texCoord;
layout(location = 1) out vec4 v_coeffs;
void main()
{
gl_Position = global.MVP * Position;
v_texCoord = TexCoord;
float wid = width.x*tex_size0.x/(320.*aspect.x);
v_coeffs = exp(vec4(1.,4.,9.,16.)*vec4(-1.0/wid/wid));
}
#pragma stage fragment
layout(location = 0) in vec2 v_texCoord;
layout(location = 1) in vec4 v_coeffs;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D internal1;
#define TEX2D(v) pow(texture(internal1, v).rgb, vec3(gamma))
void main()
{
vec3 sum = vec3(0.0);
float onex = 1.0/tex_size0.x;
sum += TEX2D(v_texCoord + vec2(-4.0 * onex, 0.0)) * vec3(v_coeffs.w);
sum += TEX2D(v_texCoord + vec2(-3.0 * onex, 0.0)) * vec3(v_coeffs.z);
sum += TEX2D(v_texCoord + vec2(-2.0 * onex, 0.0)) * vec3(v_coeffs.y);
sum += TEX2D(v_texCoord + vec2(-1.0 * onex, 0.0)) * vec3(v_coeffs.x);
sum += TEX2D(v_texCoord);
sum += TEX2D(v_texCoord + vec2(+1.0 * onex, 0.0)) * vec3(v_coeffs.x);
sum += TEX2D(v_texCoord + vec2(+2.0 * onex, 0.0)) * vec3(v_coeffs.y);
sum += TEX2D(v_texCoord + vec2(+3.0 * onex, 0.0)) * vec3(v_coeffs.z);
sum += TEX2D(v_texCoord + vec2(+4.0 * onex, 0.0)) * vec3(v_coeffs.w);
float norm = 1.0 / (1.0 + 2.0*(v_coeffs.x+v_coeffs.y+v_coeffs.z+v_coeffs.w));
FragColor = vec4( pow(sum*vec3(norm), vec3(1.0/gamma.x)), 1.0 );
}