slang-shaders/crt/shaders/guest/blur_vert.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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float TAPSV;
float GLOW_FALLOFF_V;
} params;
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// Higher value, more centered glow.
// Lower values might need more taps.
// Parameter lines go here:
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#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0
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#define TAPSV params.TAPSV
#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.30 0.00 1.0 0.01
#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V
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;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x))
void main()
{
vec3 col = vec3(0.0);
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float dy = SourceSize.w;
float k_total = 0.;
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for (float i = -TAPSV; i <= TAPSV; i++)
{
float k = kernel(i);
k_total += k;
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col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
}
FragColor = vec4(col / k_total, 1.0);
}