mirror of
https://github.com/italicsjenga/slang-shaders.git
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45 lines
1.3 KiB
Plaintext
45 lines
1.3 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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float height;
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float width;
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float location;
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} params;
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#pragma parameter height "CocktailTable Image Height" 1.0 -3.0 3.0 0.01
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#pragma parameter width "CocktailTable Image Width" 1.0 -3.0 3.0 0.05
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#pragma parameter location "CocktailTable Image Separation" 0.0001 -2.0 2.0 0.001
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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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layout(location = 1) out vec2 vTexCoord1;
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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.xy - vec2(0.5 - (params.location), 0.5)) * mat2x2(0.0, 1.0001 * (params.width), -2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
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vTexCoord1 = ((TexCoord.xy - vec2(0.5 + (params.location), 0.5)) * mat2x2(0.0, -1.0001 * (params.width), 2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
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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 = 1) in vec2 vTexCoord1;
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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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void main()
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{
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0) + vec4(texture(Source, vTexCoord1).rgb, 1.0);
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}
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