mirror of
https://github.com/italicsjenga/slang-shaders.git
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69 lines
1.9 KiB
Plaintext
69 lines
1.9 KiB
Plaintext
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#version 450
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// Video Motion Interpolation
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// based on Drudgerist's shadertoy:
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// https://www.shadertoy.com/view/MtVfRz
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// which is, in turn, based on bodhid's V+
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// https://github.com/bodhid/Vplus
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// This pass uses the motion vectors to make an in-between frame
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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 MOTION_SCALE_FACTOR;
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float MOTION_MIX_FACTOR;
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} params;
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#pragma parameter MOTION_SCALE_FACTOR "Motion Interp Factor" 300.0 100.0 1000.0 50.0
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#pragma parameter MOTION_MIX_FACTOR "Motion Blur Factor" 0.5 0.0 1.0 0.01
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D Pass0;
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layout(set = 0, binding = 5) uniform sampler2D Original;
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// uncomment the next line to see the motion vectors for debugging purposes
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//#define OUTPUT_MOTION_VECTOR
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#define iChannel3 Source
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#define iChannel2 Pass0
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#define iChannel1 Original
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#define iChannel0 OriginalHistory1
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec4 col = texture(iChannel3, uv);
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#ifdef OUTPUT_MOTION_VECTOR
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FragColor = (col * 0.5) + 0.5;
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return;
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#endif
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float testShift = params.MOTION_MIX_FACTOR;//iMouse.x / iResolution.x;
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vec2 FinalUvShift = texture(iChannel2, uv).rg / params.MOTION_SCALE_FACTOR;
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vec4 previousFrame = texture(iChannel0, uv - (FinalUvShift * 0.5));
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vec4 nextFrame = texture(iChannel1, uv - (FinalUvShift * (0.5)));
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FragColor = mix(previousFrame, nextFrame, testShift);
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}
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