slang-shaders/motionblur/shaders/feedback.slang

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#version 450
layout(push_constant) uniform Push
{
float mixfactor;
} param;
#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#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 = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
void main()
{
vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
vec4 mixed = (1.0 - param.mixfactor) * current + param.mixfactor * fdback;
FragColor = pow(mixed, vec4(1.0 / 2.2));
}