slang-shaders/misc/bead.slang

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#version 450
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/*
Author: Themaister
License: Public domain
*/
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layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BEAD_HIGH, BEAD_LOW;
} params;
#pragma parameter BEAD_HIGH "Bead High" 0.35 0.0 1.0 0.01
#define BEAD_HIGH params.BEAD_HIGH
#pragma parameter BEAD_LOW "Bead Low" 0.2 0.0 1.0 0.01
#define BEAD_LOW params.BEAD_LOW
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;
layout(location = 1) out vec2 pixel_no;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pixel_no = vTexCoord * params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pixel_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float rolloff(float len)
{
return exp(-6.0 * len);
}
vec3 lookup(vec2 pixel_no, vec3 color)
{
float delta = dist(fract(pixel_no), vec2(0.5, 0.5));
if (delta > BEAD_LOW && delta < BEAD_HIGH)
return color;
else if (delta >= BEAD_HIGH)
return color * rolloff(delta - BEAD_HIGH);
else if (delta <= BEAD_LOW)
return color * rolloff(BEAD_LOW - delta);
else
return vec3(0.0, 0.0, 0.0);
}
#define TEX(coord) texture(Source, coord).rgb
void main()
{
vec3 mid_color = lookup(pixel_no, TEX(vTexCoord));
FragColor = vec4(mid_color, 1.0);
}