mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
124 lines
2.9 KiB
Plaintext
124 lines
2.9 KiB
Plaintext
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#version 450
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// ported from ReShade
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 cmp(vec4 src0, vec4 src1, vec4 src2) {
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return vec4(
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src0.x >= 0 ? src1.x : src2.x,
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src0.y >= 0 ? src1.y : src2.y,
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src0.z >= 0 ? src1.z : src2.z,
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src0.w >= 0 ? src1.w : src2.w
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);
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}
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void main()
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{
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//Declare parameters
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//pixelSize
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vec4 c0 = params.SourceSize.xyzw;
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//textureSize
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const vec4 c1 = params.SourceSize.xyzw;
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//viewSize
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const vec4 c2 = params.OutputSize.xyzw;
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//Declare constants
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const vec4 c3 = vec4(1.5, 0.800000012, 1.25, 0.75);
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const vec4 c4 = vec4(6.28318548, -3.14159274, 0.25, -0.25);
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const vec4 c5 = vec4(1., 0.5, 720., 3.);
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const vec4 c6 = vec4(0.166666672, -0.333000004, -0.666000009, 0.899999976);
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const vec4 c7 = vec4(0.899999976, 1.10000002, 0., 0.);
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const vec4 c8 = vec4(-0.5, -0.25, 2., 0.5);
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//Declare registers
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vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
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//Code starts here
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vec4 v0 = vTexCoord.xyyy;
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//dcl_2d s0
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r0.x = 1.0 / c0.x;
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r0.y = 1.0 / c0.y;
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r0.xy = (r0 * c1).xy;
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r0.xy = (r0 * v0).xy;
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r0.xy = (r0 * c2).xy;
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r0.zw = fract(r0.xyxy).zw;
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r0.xy = (-r0.zwzw + r0).xy;
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r0.xy = (r0 + c8.wwww).xy;
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r0.x = r0.y * c5.w + r0.x;
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r0.x = r0.x * c6.x;
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r0.x = fract(r0.x);
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r0.xy = (r0.xxxx + c6.yzzw).xy;
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r1.yz = (r0.y >= 0 ? c7.xxyw : c7.xyxw).yz;
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r1.x = c6.w;
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r0.xyz = (r0.x >= 0 ? r1 : c7.yxxw).xyz;
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r1.xy = (c1 * v0).xy;
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r0.w = r1.y * c8.w + c8.w;
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r0.w = fract(r0.w);
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r0.w = r0.w * c4.x + c4.y;
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r2.y = sin(r0.w);
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r1.zw = (abs(r2).yyyy + c4).zw;
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r1.z = clamp(r1.z, 0.0, 1.0);
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r0.w = r1.w >= 0 ? r1.z : c8.w;
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r2 = fract(r1.xyxy);
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r1.xy = (r1 + -r2.zwzw).xy;
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r2 = r2 + c8.xxyy;
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r1.zw = (r1.xyxy + c8.wwww).zw;
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r1.zw = (v0.xyxy * -c1.xyxy + r1).zw;
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r1.w = r1.w + r1.w;
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r1.z = r1.z * c8.w;
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r1.z = -abs(r1).z + c3.x;
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r3.x = max(c3.y, r1.z);
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r4.x = min(r3.x, c3.z);
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r1.zw = (-abs(r1).wwww + c3).zw;
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r1.z = clamp(r1.z, 0.0, 1.0);
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r1.z = r1.w >= 0 ? r1.z : c8.w;
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r4.y = r0.w + r1.z;
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r0.w = r0.w * r4.x;
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r1.z = r1.z * r4.x;
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r3.xy = (r4 * c5).xy;
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r1.w = r3.y * r3.x;
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r2.z = cmp(r2, r2.xyxy, c8.yyyy).z;
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r3.xy = max(c8.yyyy, -r2.zwzw).xy;
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r2.xy = (r2 + r3).xy;
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r1.xy = (r2 * c8.zzzz + r1).xy;
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r1.xy = (r1 + c8.wwww).xy;
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r2.x = 1.0 / c1.x;
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r2.y = 1.0 / c1.y;
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r1.xy = (r1 * r2).xy;
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r2 = texture(Source, r1.xy);
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r3.x = r0.w * r2.x;
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r3.yz = (r1.xzww * r2).yz;
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FragColor.w = r2.w;
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r0.xyz = (r0 * r3).xyz;
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r1.z = c5.z;
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r0.w = r1.z + -c2.y;
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FragColor.xyz = (r0.w >= 0 ? r3 : r0).xyz;
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}
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