mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 17:31:31 +11:00
65 lines
1.5 KiB
Plaintext
65 lines
1.5 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
#pragma name MMJ_BlurPass_H
|
||
|
|
||
|
/*
|
||
|
----------------------------------------------------------------
|
||
|
MMJ's Cel Shader v2.0 - Multi-Pass
|
||
|
----------------------------------------------------------------
|
||
|
Based on the original blur-gauss-h shader code.
|
||
|
|
||
|
Used to blur the outlines, which is helpful at higher internal
|
||
|
resolution settings to increase the line thickness.
|
||
|
|
||
|
Parameters:
|
||
|
-----------
|
||
|
Blur Weight - Horizontal = Adjusts horizontal blur factor.
|
||
|
----------------------------------------------------------------
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
float BlurWeightH;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter BlurWeightH "Blur Weight - Horizontal" 0.0 0.0 16.0 1.0
|
||
|
|
||
|
#define SourceSize params.SourceSize
|
||
|
#define BlurWeightH params.BlurWeightH
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} 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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 PIXEL_SIZE = SourceSize.zw;
|
||
|
vec4 C = texture(Source, vTexCoord);
|
||
|
float L = 0.0, J = 0.0;
|
||
|
for(int i = 1; i <= BlurWeightH; ++i) {
|
||
|
L = 1.0 / i;
|
||
|
J = 0.5 * i * PIXEL_SIZE.x;
|
||
|
C = mix(C, mix(texture(Source, vTexCoord + vec2(J, 0.0)), texture(Source, vTexCoord - vec2(J, 0.0)), 0.5), L);
|
||
|
}
|
||
|
FragColor = C;
|
||
|
}
|