mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
} global;
|
||
|
|
||
|
#define gamma 2.4
|
||
|
#define shine 0.05
|
||
|
#define blend 0.65
|
||
|
|
||
|
/*
|
||
|
Author: Themaister
|
||
|
License: Public domain
|
||
|
*/
|
||
|
|
||
|
#define TEX(coord) texture(Source, vTexCoord).rgb
|
||
|
|
||
|
float dist(vec2 coord, vec2 source)
|
||
|
{
|
||
|
vec2 delta = coord - source;
|
||
|
return sqrt(dot(delta, delta));
|
||
|
}
|
||
|
|
||
|
float color_bloom(vec3 color)
|
||
|
{
|
||
|
const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
|
||
|
float bright = dot(color, gray_coeff);
|
||
|
return mix(1.0 + shine, 1.0 - shine, bright);
|
||
|
}
|
||
|
|
||
|
vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
|
||
|
{
|
||
|
vec2 offset = vec2(offset_x, offset_y);
|
||
|
float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
|
||
|
return color * exp(-gamma * delta * color_bloom(color));
|
||
|
}
|
||
|
|
||
|
#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 vec4 c00_10;
|
||
|
layout(location = 2) out vec4 c00_01;
|
||
|
layout(location = 3) out vec4 c20_01;
|
||
|
layout(location = 4) out vec4 c21_02;
|
||
|
layout(location = 5) out vec4 c12_22;
|
||
|
layout(location = 6) out vec2 c11;
|
||
|
layout(location = 7) out vec2 pixel_no;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
|
||
|
float dx = global.SourceSize.z;
|
||
|
float dy = global.SourceSize.w;
|
||
|
|
||
|
c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy));
|
||
|
c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0));
|
||
|
c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy));
|
||
|
c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy));
|
||
|
c11 = vTexCoord;
|
||
|
pixel_no = vTexCoord * global.SourceSize.xy;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in vec4 c00_10;
|
||
|
layout(location = 2) in vec4 c00_01;
|
||
|
layout(location = 3) in vec4 c20_01;
|
||
|
layout(location = 4) in vec4 c21_02;
|
||
|
layout(location = 5) in vec4 c12_22;
|
||
|
layout(location = 6) in vec2 c11;
|
||
|
layout(location = 7) in vec2 pixel_no;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11));
|
||
|
vec3 color = vec3(0.0, 0.0, 0.0);
|
||
|
color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy));
|
||
|
color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw));
|
||
|
color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy));
|
||
|
color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw));
|
||
|
color += mid_color;
|
||
|
color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy));
|
||
|
color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw));
|
||
|
color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy));
|
||
|
color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw));
|
||
|
vec3 out_color = mix(1.2 * mid_color, color, blend);
|
||
|
|
||
|
FragColor = vec4(out_color, 1.0);
|
||
|
}
|