mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
add kawase blurs and make bigblur use them, get rid of ugly, broken bigblur-crt
This commit is contained in:
parent
67f6db2744
commit
19b1796bdb
35
blurs/kawase/delinearize.slang
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35
blurs/kawase/delinearize.slang
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#version 450
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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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void main()
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{
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FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(1.0 / 2.2));
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}
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53
blurs/kawase/kawase0.slang
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53
blurs/kawase/kawase0.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(0., vTexCoord, Source);
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}
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53
blurs/kawase/kawase1.slang
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53
blurs/kawase/kawase1.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(1., vTexCoord, Source);
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}
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53
blurs/kawase/kawase2.slang
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53
blurs/kawase/kawase2.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(2., vTexCoord, Source);
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}
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53
blurs/kawase/kawase3.slang
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53
blurs/kawase/kawase3.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(3., vTexCoord, Source);
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}
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53
blurs/kawase/kawase4.slang
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53
blurs/kawase/kawase4.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(4., vTexCoord, Source);
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}
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53
blurs/kawase/kawase5.slang
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53
blurs/kawase/kawase5.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(5., vTexCoord, Source);
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}
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53
blurs/kawase/kawase6.slang
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53
blurs/kawase/kawase6.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(7., vTexCoord, Source);
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}
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53
blurs/kawase/kawase7.slang
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53
blurs/kawase/kawase7.slang
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#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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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 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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void main()
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{
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FragColor = reSample(7., vTexCoord, Source);
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}
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35
blurs/kawase/linearize.slang
Normal file
35
blurs/kawase/linearize.slang
Normal file
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#version 450
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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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|
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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
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = pow(vec4(texture(Source, vTexCoord).rgb, 1.0), vec4(2.2));
|
||||
}
|
37
blurs/kawase/screen_combine.slang
Normal file
37
blurs/kawase/screen_combine.slang
Normal file
|
@ -0,0 +1,37 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
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;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = 1.0 - (1.0 - texture(Source, vTexCoord)) * (1.0 - texture(Original, vTexCoord));
|
||||
FragColor = pow(FragColor, vec4(2.2));
|
||||
}
|
33
blurs/kawase_blur_5pass.slangp
Normal file
33
blurs/kawase_blur_5pass.slangp
Normal file
|
@ -0,0 +1,33 @@
|
|||
shaders = 7
|
||||
|
||||
shader0 = kawase/linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
scale_type0 = source
|
||||
|
||||
shader1 = kawase/kawase0.slang
|
||||
filter_linear1 = true
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
|
||||
shader2 = kawase/kawase1.slang
|
||||
filter_linear2 = true
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
|
||||
shader3 = kawase/kawase1.slang
|
||||
filter_linear3 = true
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
|
||||
shader4 = kawase/kawase2.slang
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
|
||||
shader5 = kawase/kawase3.slang
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
|
||||
shader6 = kawase/delinearize.slang
|
||||
filter_linear6 = true
|
53
blurs/kawase_blur_9pass.slangp
Normal file
53
blurs/kawase_blur_9pass.slangp
Normal file
|
@ -0,0 +1,53 @@
|
|||
shaders = 11
|
||||
|
||||
shader0 = kawase/linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
scale_type0 = source
|
||||
|
||||
shader1 = kawase/kawase0.slang
|
||||
filter_linear1 = true
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
|
||||
shader2 = kawase/kawase1.slang
|
||||
filter_linear2 = true
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
|
||||
shader3 = kawase/kawase2.slang
|
||||
filter_linear3 = true
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
|
||||
shader4 = kawase/kawase3.slang
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
|
||||
shader5 = kawase/kawase4.slang
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
|
||||
shader6 = kawase/kawase4.slang
|
||||
filter_linear6 = true
|
||||
srgb_framebuffer6 = true
|
||||
scale_type6 = source
|
||||
|
||||
shader7 = kawase/kawase5.slang
|
||||
filter_linear7 = true
|
||||
srgb_framebuffer7 = true
|
||||
scale_type7 = source
|
||||
|
||||
shader8 = kawase/kawase6.slang
|
||||
filter_linear8 = true
|
||||
srgb_framebuffer8 = true
|
||||
scale_type8 = source
|
||||
|
||||
shader9 = kawase/kawase7.slang
|
||||
filter_linear9 = true
|
||||
srgb_framebuffer9 = true
|
||||
scale_type9 = source
|
||||
|
||||
shader10 = kawase/delinearize.slang
|
||||
filter_linear10 = true
|
35
blurs/kawase_glow.slangp
Normal file
35
blurs/kawase_glow.slangp
Normal file
|
@ -0,0 +1,35 @@
|
|||
shaders = 8
|
||||
|
||||
shader0 = kawase/linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
scale_type0 = source
|
||||
|
||||
shader1 = kawase/kawase0.slang
|
||||
filter_linear1 = true
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
|
||||
shader2 = kawase/kawase1.slang
|
||||
filter_linear2 = true
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
|
||||
shader3 = kawase/kawase1.slang
|
||||
filter_linear3 = true
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
|
||||
shader4 = kawase/kawase2.slang
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
|
||||
shader5 = kawase/kawase3.slang
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
|
||||
shader7 = kawase/screen_combine.slang
|
||||
|
||||
shader6 = kawase/delinearize.slang
|
||||
filter_linear6 = true
|
|
@ -1,17 +0,0 @@
|
|||
shaders = 4
|
||||
|
||||
shader0 = ../crt/shaders/crt-aperture.slang
|
||||
scale_type0 = source
|
||||
scale0 = 4.0
|
||||
filter_linear0 = false
|
||||
alias0 = Reference
|
||||
|
||||
shader1 = ../blurs/blur11resize-vertical.slang
|
||||
scale_type1 = source
|
||||
scale1 = 0.5
|
||||
|
||||
shader2 = ../blurs/blur11resize-horizontal.slang
|
||||
scale_type2 = source
|
||||
scale2 = 0.5
|
||||
|
||||
shader3 = shaders/bigblur.slang
|
|
@ -1,14 +1,39 @@
|
|||
shaders = 4
|
||||
shaders = 9
|
||||
|
||||
shader0 = ../misc/image-adjustment.slang
|
||||
shader0 = ../stock.slang
|
||||
alias0 = Reference
|
||||
|
||||
shader1 = ../blurs/blur9fast-vertical.slang
|
||||
shader1 = ../blurs/kawase/linearize.slang
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = ../blurs/blur9fast-horizontal.slang
|
||||
shader2 = ../blurs/kawase/kawase0.slang
|
||||
filter_linear2 = true
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
|
||||
shader3 = shaders/bigblur.slang
|
||||
shader3 = ../blurs/kawase/kawase1.slang
|
||||
filter_linear3 = true
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
|
||||
shader4 = ../blurs/kawase/kawase1.slang
|
||||
filter_linear4 = true
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
|
||||
shader5 = ../blurs/kawase/kawase2.slang
|
||||
filter_linear5 = true
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
|
||||
shader6 = ../blurs/kawase/kawase3.slang
|
||||
filter_linear6 = true
|
||||
srgb_framebuffer6 = true
|
||||
scale_type6 = source
|
||||
|
||||
shader7 = ../blurs/kawase/delinearize.slang
|
||||
filter_linear7 = true
|
||||
|
||||
shader8 = shaders/bigblur.slang
|
||||
filter_linear8 = true
|
|
@ -63,7 +63,7 @@ void main()
|
|||
vec2 middle = vec2(0.49999, 0.49999);
|
||||
vec2 diff = TexCoord.xy - middle;
|
||||
vTexCoord = middle + diff * scale;
|
||||
vec2 zoom_coord = (((vTexCoord.xy - middle) / params.border_zoom) * vec2(params.OutputSize.x / params.OutputSize.y, 1.0)
|
||||
vec2 zoom_coord = (((TexCoord.xy - middle) / params.border_zoom) * vec2(params.OutputSize.x / params.OutputSize.y, 1.0)
|
||||
/ vec2(params.aspect_x / params.aspect_y, 1.0)) + middle;
|
||||
tex_border = zoom_coord;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue