slang-shaders/misc/shaders/print-resolution/print-resolution-apply.slang

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#version 450
/*
print-resolution-text-apply.slang
Takes the output of the text generate pass and applies it on top of the image
*/
#pragma name TextApplyPass
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float PRINT_RESOLUTION_TEXT_ON;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter PRINT_RESOLUTION_TEXT_TITLE "[ PRINT RESOLUTION TEXT ]" 0 0 0.001 0.001
#pragma parameter PRINT_RESOLUTION_TEXT_ON " Show Resolution Text" 1 0 1 1
float PRINT_RESOLUTION_TEXT_ON = params.PRINT_RESOLUTION_TEXT_ON;
#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 = 1) uniform sampler2D TextGeneratePass;
/* Composite one image over top another using the alpha to blend
* It is expected that the input colors have been already premultiplied
* which means their rgb has already been multiplied by their alpha */
vec4 PreMultAlphaBlend(vec4 color_under, vec4 color_over)
{
vec4 out_color = vec4(color_over.rgb + (color_under.rgb * (1 - color_over.a)), clamp(color_under.a + color_over.a, 0, 1));
return out_color;
}
void main()
{
vec4 in_pass_color = texture(TextGeneratePass, vTexCoord);
FragColor = in_pass_color;
//////// Draw text to show resolutions //////////
if (PRINT_RESOLUTION_TEXT_ON == 1 && vTexCoord.x > params.OutputSize.z * 2 && vTexCoord.y > params.OutputSize.w * 2)
{
vec2 ps = params.OutputSize.zw;
vec4 text_rgba = vec4(FragColor.a);
text_rgba.rgb *= vec3(1, 1, 0);
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, 0)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(0, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(-1, -1)).a;
text_rgba.a += texture(TextGeneratePass, vTexCoord + ps * vec2(1, -1)).a;
text_rgba = clamp(text_rgba, 0, 1);
FragColor.rgb = PreMultAlphaBlend(FragColor, text_rgba).rgb;
}
return;
}