mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
174 lines
5 KiB
Plaintext
174 lines
5 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#include "params.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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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#include "frag_funcs.inc"
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void main()
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{
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vec4 lens = vec4(0.);
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// Lenz
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if (global.bLenzEnable > 0.5)
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{
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const vec3 lfoffset[19] = {
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vec3(0.9, 0.01, 4),
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vec3(0.7, 0.25, 25),
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vec3(0.3, 0.25, 15),
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vec3(1, 1.0, 5),
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vec3(-0.15, 20, 1),
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vec3(-0.3, 20, 1),
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vec3(6, 6, 6),
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vec3(7, 7, 7),
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vec3(8, 8, 8),
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vec3(9, 9, 9),
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vec3(0.24, 1, 10),
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vec3(0.32, 1, 10),
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vec3(0.4, 1, 10),
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vec3(0.5, -0.5, 2),
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vec3(2, 2, -5),
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vec3(-5, 0.2, 0.2),
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vec3(20, 0.5, 0),
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vec3(0.4, 1, 10),
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vec3(0.00001, 10, 20)
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};
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const vec3 lffactors[19] = {
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vec3(1.5, 1.5, 0),
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vec3(0, 1.5, 0),
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vec3(0, 0, 1.5),
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vec3(0.2, 0.25, 0),
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vec3(0.15, 0, 0),
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vec3(0, 0, 0.15),
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vec3(1.4, 0, 0),
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vec3(1, 1, 0),
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vec3(0, 1, 0),
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vec3(0, 0, 1.4),
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vec3(1, 0.3, 0),
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vec3(1, 1, 0),
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vec3(0, 2, 4),
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vec3(0.2, 0.1, 0),
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vec3(0, 0, 1),
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vec3(1, 1, 0),
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vec3(1, 1, 0),
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vec3(0, 0, 0.2),
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vec3(0.012,0.313,0.588)
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};
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vec2 lfcoord = vec2(0.);
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vec3 lenstemp = vec3(0.);
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vec2 distfact = vTexCoord.xy - 0.5;
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distfact.x *= params.SourceSize.x / params.SourceSize.y;
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for (int i = 0; i < 19; i++)
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{
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lfcoord.xy = lfoffset[i].x * distfact;
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lfcoord.xy *= pow(2.0 * length(distfact), lfoffset[i].y * 3.5);
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lfcoord.xy *= lfoffset[i].z;
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lfcoord.xy = 0.5 - lfcoord.xy;
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vec2 tempfact = (lfcoord.xy - 0.5) * 2.;
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float templensmult = clamp(1.0 - dot(tempfact, tempfact), 0., 1.);
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vec3 lenstemp1 = vec3(dot(textureLod(Original, vec2(lfcoord.xy), 1.0).rgb, vec3(0.333)));
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/* Doesn't exist in RetroArch, so comment it out
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#if LENZ_DEPTH_CHECK
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float templensdepth = texture(ReShade::DepthBuffer, lfcoord.xy).x;
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if (templensdepth < 0.99999)
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lenstemp1 = 0;
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#endif
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*/
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lenstemp1 = max(vec3(0.), lenstemp1.xyz - vec3(global.fLenzThreshold));
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lenstemp1 *= lffactors[i] * templensmult;
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lenstemp += lenstemp1;
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}
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lens.rgb += lenstemp * global.fLenzIntensity;
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}
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// Chapman Lens
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if (global.bChapFlareEnable > 0.5)
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{
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vec2 sample_vector = (vec2(0.5, 0.5) - vTexCoord.xy) * global.fChapFlareDispersal;
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vec2 halo_vector = normalize(sample_vector) * global.fChapFlareSize;
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vec3 chaplens = GetDistortedTex(Original, vTexCoord.xy + halo_vector, halo_vector, fChapFlareCA * 2.5).rgb;
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for (int j = 0; j < int(global.iChapFlareCount); ++j)
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{
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vec2 foffset = sample_vector * float(j);
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chaplens += GetDistortedTex(Original, vTexCoord.xy + foffset, foffset, fChapFlareCA).rgb;
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}
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chaplens *= 1.0 / global.iChapFlareCount;
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lens.xyz += chaplens;
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}
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// Godrays
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if (global.bGodrayEnable > 0.5)
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{
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const vec2 ScreenLightPos = vec2(0.5, 0.5);
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vec2 texcoord2 = vTexCoord;
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vec2 deltaTexCoord = (texcoord2 - ScreenLightPos);
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deltaTexCoord *= 1.0 / global.iGodraySamples * global.fGodrayDensity;
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float illuminationDecay = 1.0;
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for (int g = 0; g < int(global.iGodraySamples); g++)
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{
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texcoord2 -= deltaTexCoord;;
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vec4 sample2 = textureLod(Original, vec2(texcoord2), 0.);
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float sampledepth = textureLod(Original, vec2(texcoord2), 0.).x;
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sample2.w = clamp(dot(sample2.xyz, vec3(0.3333)) - global.fGodrayThreshold, 0., 1.);
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sample2.r *= 1.00;
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sample2.g *= 0.95;
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sample2.b *= 0.85;
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sample2 *= illuminationDecay * global.fGodrayWeight;
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#if GODRAY_DEPTH_CHECK == 1
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if (sampledepth > 0.99999)
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lens.rgb += sample2.xyz * sample2.w;
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#else
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lens.rgb += sample2.xyz * sample2.w;
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#endif
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illuminationDecay *= global.fGodrayDecay;
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}
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}
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// Anamorphic flare
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if (global.bAnamFlareEnable > 0.5)
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{
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vec3 anamFlare = vec3(0.);
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const float gaussweight[5] = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
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for (int z = -4; z < 5; z++)
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{
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anamFlare += GetAnamorphicSample(0, vTexCoord.xy + vec2(0, z * (vTexCoord.y * params.SourceSize.w) * 2.), global.fFlareBlur) * fFlareTint * gaussweight[abs(z)];
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}
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lens.xyz += anamFlare * global.fFlareIntensity;
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}
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FragColor = lens;
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}
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