slang-shaders/motionblur/shaders/motionblur-color.slang

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#version 450
/* Derived from https://github.com/libretro/slang-shaders/blob/master/motionblur/motionblur-blue.slang
To increase the effect, uncomment more OriginalHistory# lines in each color channel
*/
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 OriginalHistory1;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
void main()
{
float red_result =
texture(OriginalHistory1, vTexCoord).r +
texture(OriginalHistory2, vTexCoord).r /*+
texture(OriginalHistory3, vTexCoord).r +
texture(OriginalHistory4, vTexCoord).r +
texture(OriginalHistory5, vTexCoord).r +
texture(OriginalHistory6, vTexCoord).r +
texture(OriginalHistory7, vTexCoord).r*/;
float green_result =
texture(OriginalHistory1, vTexCoord).g +
texture(OriginalHistory2, vTexCoord).g /*+
texture(OriginalHistory3, vTexCoord).g +
texture(OriginalHistory4, vTexCoord).g +
texture(OriginalHistory5, vTexCoord).g +
texture(OriginalHistory6, vTexCoord).g +
texture(OriginalHistory7, vTexCoord).g*/;
float blue_result =
texture(OriginalHistory1, vTexCoord).b +
texture(OriginalHistory2, vTexCoord).b /*+
texture(OriginalHistory3, vTexCoord).b +
texture(OriginalHistory4, vTexCoord).b +
texture(OriginalHistory5, vTexCoord).b +
texture(OriginalHistory6, vTexCoord).b +
texture(OriginalHistory7, vTexCoord).b*/;
blue_result = clamp(blue_result, 0.0, 1.0);
FragColor =
clamp(texture(Source, vTexCoord) + 0.4 *
vec4(clamp(red_result - 7.0 * texture(Source, vTexCoord).r, 0.0, 1.0),
clamp(green_result - 7.0 * texture(Source, vTexCoord).g, 0.0, 1.0),
clamp(blue_result - 7.0 * texture(Source, vTexCoord).b, 0.0, 1.0),
1.0),
0.0,
1.0
);
}