mirror of
https://github.com/italicsjenga/slang-shaders.git
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96 lines
2.1 KiB
Plaintext
96 lines
2.1 KiB
Plaintext
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#version 450
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/*
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Nose PS (c) 2019 Jacob Maximilian Fober
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Anti-nausea shader for VR
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This work is licensed under the Creative Commons
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Attribution-ShareAlike 4.0 International License.
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To view a copy of this license, visit
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http://creativecommons.org/licenses/by-sa/4.0/.
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*/
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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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#ifndef nose
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#define nose 128 // Nose texture resolution
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#endif
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#define mul(c,d) (d*c)
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#include "fubax_vr_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 texcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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texcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texcoord;
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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 noseTex;
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//#include "fubax_vr_shared_funcs.inc"
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// Convert RGB to YUV
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vec3 yuv(vec3 rgbImage)
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{
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// RGB to YUV709 matrix
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const mat3 YUV709 =
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mat3(
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vec3(0.2126, 0.7152, 0.0722),
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vec3(-0.09991, -0.33609, 0.436),
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vec3(0.615, -0.55861, -0.05639)
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);
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return mul(YUV709, rgbImage);
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}
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// Overlay blending mode
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float Overlay(float LayerAB)
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{
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float MinAB = min(LayerAB, 0.5);
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float MaxAB = max(LayerAB, 0.5);
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return 2.0 * (MinAB*MinAB + 2.0*MaxAB - MaxAB*MaxAB) - 1.5;
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}
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void main()
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{
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vec2 UvCoord = texcoord;
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// Bypass sharpening
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if(!Nose)
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{
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FragColor = vec4(texture(Source, UvCoord).rgb, 1.0);
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return;
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}
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// Divide screen in two (mirrored)
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vec2 StereoCoord = texcoord;
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StereoCoord.x = 1.0-abs(StereoCoord.x*2.0-1.0)/Scale.x;
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StereoCoord.y = 1.0-(1.0-StereoCoord.y)/Scale.y;
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// Sample display image
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vec3 Display = texture(Source, texcoord).rgb;
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// Sample nose texture
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vec4 NoseTexture = texture(noseTex, StereoCoord);
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// Change skintone
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NoseTexture.rgb *= mix(smoothstep(0.0, 1.0, yuv(NoseTexture.rgb).x), 1.0, Brightness);
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// Blend nose with display image
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FragColor.rgb = mix(Display, NoseTexture.rgb, NoseTexture.a);
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FragColor.a = 1.0;
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}
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