slang-shaders/bezel/koko-aio/shaders/reflection_blur_h.slang

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2022-12-06 11:48:10 +11:00
#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D first_pass;
layout(set = 0, binding = 2) uniform sampler2D isrotated_passFeedback;
#define SourceTexture first_pass
#define SourceTextureSize global.first_passSize
#include "includes/functions.include.slang"
#define c_tolerance 0.051
#define b_offset_x -0.05
#define Pi2 6.28318530717959
vec3 blur(float Quality, float Directions, float Size, vec2 co,float lod) {
vec4 iResolution = SourceTextureSize;
vec2 Radius = Size/iResolution.xy ;
vec3 color = vec3(0.0,0.0,0.0);
vec3 lookup = vec3(0.0,0.0,0.0);
float steps=0.0;
for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
lookup = textureLod( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ,lod).rgb ;
color +=lookup.rgb;
steps+=1.0;
}
}
color /= steps;
if ( steps > 4.0) return vec3(1.0);
return color;
}
void main() {
if (DO_BEZEL == 0.0) return;
vec2 coords_curved = vTexCoord;
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
}
//coords_curved = zoomout_coords(coords_curved, -BEZEL_INNER_ZOOM , 1.0);
coords_curved = zoomout_coords(coords_curved, BEZEL_REFLECTION_AREA_SIZE , 1.0);
bool is_rotated = texture(isrotated_passFeedback,vec2(0.5,0.5)).r > 0.5;
/* Calculate the internal area (the one which is not mirrored)
so that we can skip blurring it:
*/
/* vec2 ar_box;
if (!is_rotated) {
//Width of the aspect corrected box zoomed as requested by the bezel settings:
ar_box.x = global.FinalViewportSize.z*global.FinalViewportSize.y*get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
//Height zoomed as requested by bezel settings:
ar_box.y = 1+BEZEL_INNER_ZOOM-c_tolerance;
} else {
ar_box.y = global.FinalViewportSize.z*global.FinalViewportSize.y/get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
ar_box.x= 1+BEZEL_INNER_ZOOM-c_tolerance;
}
//start_point is the middle of the screen minut half the content width
vec2 start_point = vec2(0.5 - (ar_box.x*0.5), 0.5 - (ar_box.y*0.5));
vec2 end_point = vec2(0.5 + (ar_box.x*0.5), 0.5 + (ar_box.y*0.5));
//Now we can skip the internal area or the black one as already marked by main_pass:
//bool skip_condition =(vTexCoord.x > start_point.x && vTexCoord.x < end_point.x &&
// vTexCoord.y > start_point.y && vTexCoord.y < end_point.y) ||
// is_outer_frame(texture(main_pass,vTexCoord));
*/
//FIXME (CHECKME) is the rotation state still important?
bool skip_condition = (coords_curved.x < 1.0 - c_tolerance && coords_curved.x > c_tolerance &&
coords_curved.y < 1.0 - c_tolerance && coords_curved.y > c_tolerance ) ;
if (skip_condition) {
FragColor = mark_useless(vec3(0.0));
return;
}
vec2 res = vec2(global.first_passSize.x, global.first_passSize.y);
vec2 dir = vec2(1.0,0.0);
///Quality, Directions, Size, coords, lod
vec3 pixel_blur = blur(1,4,2,coords_curved, 2.0);
FragColor = vec4(apply_fuzzy_main_pass(pixel_blur),1.0);
}