mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
98 lines
2.8 KiB
Plaintext
98 lines
2.8 KiB
Plaintext
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define gamma 2.4
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#define shine 0.05
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#define blend 0.65
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/*
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Author: Themaister
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License: Public domain
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*/
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#define TEX(coord) texture(Source, vTexCoord).rgb
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float dist(vec2 coord, vec2 source)
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{
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vec2 delta = coord - source;
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return sqrt(dot(delta, delta));
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}
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float color_bloom(vec3 color)
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{
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const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
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float bright = dot(color, gray_coeff);
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return mix(1.0 + shine, 1.0 - shine, bright);
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}
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vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
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{
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vec2 offset = vec2(offset_x, offset_y);
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float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
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return color * exp(-gamma * delta * color_bloom(color));
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}
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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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layout(location = 1) out vec4 c00_10;
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layout(location = 2) out vec4 c00_01;
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layout(location = 3) out vec4 c20_01;
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layout(location = 4) out vec4 c21_02;
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layout(location = 5) out vec4 c12_22;
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layout(location = 6) out vec2 c11;
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layout(location = 7) out vec2 pixel_no;
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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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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy));
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c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0));
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c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy));
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c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy));
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c11 = vTexCoord;
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pixel_no = vTexCoord * global.SourceSize.xy;
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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 = 1) in vec4 c00_10;
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layout(location = 2) in vec4 c00_01;
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layout(location = 3) in vec4 c20_01;
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layout(location = 4) in vec4 c21_02;
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layout(location = 5) in vec4 c12_22;
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layout(location = 6) in vec2 c11;
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layout(location = 7) in vec2 pixel_no;
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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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void main()
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{
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vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11));
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy));
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color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw));
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color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy));
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color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw));
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color += mid_color;
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color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy));
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color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw));
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color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy));
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color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw));
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vec3 out_color = mix(1.2 * mid_color, color, blend);
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FragColor = vec4(out_color, 1.0);
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}
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