mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
45 lines
1.2 KiB
Plaintext
45 lines
1.2 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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float screen_combine;
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float haze_strength;
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} params;
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#pragma parameter screen_combine "Screen Combine" 0.0 0.0 1.0 1.0
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#pragma parameter haze_strength "Haze Strength" 0.5 0.0 1.0 0.05
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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 PASS1;
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void main()
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{
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vec4 blurred = pow(texture(Source, vTexCoord), vec4(2.2));
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vec4 unblurred = pow(texture(PASS1, vTexCoord), vec4(2.2));
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vec4 dark = vec4(pow(mix(unblurred, blurred, params.haze_strength), vec4(1.0 / 2.2)));//vec4(pow((unblurred + blurred) / 2.0, vec4(1.0 / 2.2)));
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vec4 bright = vec4(pow(vec4(1.0) - (vec4(1.0) - unblurred) * (vec4(1.0) - blurred), vec4(1.0 / 2.2)));
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FragColor = (params.screen_combine < 0.5) ? dark : bright;
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}
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