mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
121 lines
5.7 KiB
Plaintext
121 lines
5.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
float shadow_blur1;
|
||
|
} registers;
|
||
|
|
||
|
#pragma parameter shadow_blur1 "Shadow Blur 1" 2.0 0.0 5.0 0.1
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////
|
||
|
// //
|
||
|
// Gameboy Classic Shader v0.2.2 //
|
||
|
// //
|
||
|
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
|
||
|
// //
|
||
|
// This program is free software: you can redistribute it and/or modify //
|
||
|
// it under the terms of the GNU General Public License as published by //
|
||
|
// the Free Software Foundation, either version 3 of the License, or //
|
||
|
// (at your option) any later version. //
|
||
|
// //
|
||
|
// This program is distributed in the hope that it will be useful, //
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
||
|
// GNU General Public License for more details. //
|
||
|
// //
|
||
|
// You should have received a copy of the GNU General Public License //
|
||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
|
||
|
// //
|
||
|
///////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
layout(location = 1) out vec2 texel;
|
||
|
layout(location = 2) out vec2 lower_bound;
|
||
|
layout(location = 3) out vec2 upper_bound;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
|
||
|
texel = registers.SourceSize.zw;
|
||
|
lower_bound = vec2(0.0);
|
||
|
upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in vec2 texel;
|
||
|
layout(location = 2) in vec2 lower_bound;
|
||
|
layout(location = 3) in vec2 upper_bound;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
/*
|
||
|
sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset
|
||
|
Raw Gaussian weights: Raw Gaussian weights:
|
||
|
0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0
|
||
|
0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1
|
||
|
0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2
|
||
|
0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3
|
||
|
0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4
|
||
|
0.04566231462789672460813692086928 @position5
|
||
|
|
||
|
sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]:
|
||
|
0.83198140032054115459545312766674 0.74065677106474770537917928592818
|
||
|
|
||
|
Normalizing factor [1 / sum]: Normalizing factor [1 / sum]:
|
||
|
1.2019499469756482251051310195171 1.350153052084338115052273748029
|
||
|
|
||
|
Normalized Gaussian weights: Normalized Gaussian weights:
|
||
|
0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0
|
||
|
0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1
|
||
|
0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2
|
||
|
0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3
|
||
|
0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4
|
||
|
0.05488381664578583445722654373702 @position5
|
||
|
*/
|
||
|
void main()
|
||
|
{
|
||
|
// Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled
|
||
|
float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0);
|
||
|
|
||
|
/*
|
||
|
Precalculated using the Gaussian function:
|
||
|
G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2))
|
||
|
|
||
|
Where sigma = 4.0 and x = offset in range [0, 5]
|
||
|
Normalized to 1 to prevent image darkening by multiplying each weight by:
|
||
|
1 / sum(all weights)
|
||
|
*/
|
||
|
float weights[5] = float[]( 0.13, //0.13465834124289953661305802732548,
|
||
|
0.13, //0.13051534237555914090930704141833,
|
||
|
0.13 - (registers.shadow_blur1 / 100.0), //0.11883557904592230273554609080014,
|
||
|
0.13 - (3.0 * registers.shadow_blur1 / 100.0), //0.10164546793794160274995705611009,
|
||
|
0.13 - (5.0 * registers.shadow_blur1 / 100.0) ); //0.08167444001912718529866079800870 );
|
||
|
|
||
|
// Sample the current fragment and apply its weight
|
||
|
vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0];
|
||
|
|
||
|
// Iterate across the offsets in both directions sampling texels
|
||
|
// and adding their weighted alpha values to the total
|
||
|
for (int i = 1; i < 5; i++)
|
||
|
{
|
||
|
out_color.a += texture(Source, clamp(vTexCoord + vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i];
|
||
|
out_color.a += texture(Source, clamp(vTexCoord - vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i];
|
||
|
}
|
||
|
|
||
|
FragColor = out_color;
|
||
|
}
|