mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
86 lines
2.7 KiB
Plaintext
86 lines
2.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// CC0 1.0 Universal (CC0 1.0)
|
||
|
// Public Domain Dedication
|
||
|
//
|
||
|
// To the extent possible under law, J. Kyle Pittman has waived all
|
||
|
// copyright and related or neighboring rights to this implementation
|
||
|
// of CRT simulation. This work is published from the United States.
|
||
|
//
|
||
|
// For more information, please visit
|
||
|
// https://creativecommons.org/publicdomain/zero/1.0/
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
// Multi-purpose code used for both downsampling and upsampling the full-resolution output image.
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float bloom_scale_down;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter bloom_scale_down "Downsample Bloom Scale" 0.015 0.0 0.03 0.001
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#define half4 vec4
|
||
|
#define half3 vec3
|
||
|
#define half2 vec2
|
||
|
#define half float
|
||
|
#define float2 vec2
|
||
|
#define lerp(a, b, c) mix(a, b, c)
|
||
|
#define tex2D(a, b) texture(a, b)
|
||
|
#define mul(a, b) (b * a)
|
||
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
||
|
|
||
|
const float2 Poisson0 = float2(0.000000, 0.000000);
|
||
|
const float2 Poisson1 = float2(0.000000, 1.000000);
|
||
|
const float2 Poisson2 = float2(0.000000, -1.000000);
|
||
|
const float2 Poisson3 = float2(-0.866025, 0.500000);
|
||
|
const float2 Poisson4 = float2(-0.866025, -0.500000);
|
||
|
const float2 Poisson5 = float2(0.866025, 0.500000);
|
||
|
const float2 Poisson6 = float2(0.866025, -0.500000);
|
||
|
|
||
|
const float InvNumSamples = 0.1428571428571429; //<- 1.0 / number of Poisson samples
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Original;
|
||
|
#define PreBloomBufferSampler Original
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 bloom = vec4(0.0);
|
||
|
vec2 BloomScale = vec2(params.bloom_scale_down);
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson0 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson1 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson2 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson3 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson4 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson5 * BloomScale));
|
||
|
bloom += tex2D(PreBloomBufferSampler, vTexCoord + (Poisson6 * BloomScale));
|
||
|
bloom *= InvNumSamples;
|
||
|
|
||
|
FragColor = vec4(bloom);
|
||
|
}
|