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