slang-shaders/bezel/koko-aio/shaders/halo_x.slang

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#version 450
#include "config.inc"
#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 float vHALO_W;
layout(location = 2) out vec3 vHALO_GAMMA;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vHALO_W = HALO_W / NEW_SCALEMOD_X; //Make it resolution independent.
vHALO_GAMMA = vec3(HALO_GAMMA);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float vHALO_W;
layout(location = 2) in vec3 vHALO_GAMMA;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
#include "includes/functions.include.slang"
void main() {
if (DO_HALO == 0.0 ) return;
//Pass the right texture unchanged for tighter blurs:
if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
if (DO_IN_GLOW == 1.0)
FragColor = texture(in_glow_pass, vTexCoord);
else
FragColor = texture(shift_and_bleed_pass, vTexCoord);
return;
}
vec3 pixel_haloed;
if (DO_IN_GLOW == 1.0) {
//pixel_haloed = blur9_x(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W);
pixel_haloed = blur9_x_gamma(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
}
else {
pixel_haloed = blur9_x_gamma(shift_and_bleed_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
}
FragColor = vec4(pixel_haloed.rgb, 1.0);
}