add bigblur shader and presets

This commit is contained in:
hunterk 2016-10-20 12:44:47 -05:00
parent 6223237f5a
commit 2f618c239e
3 changed files with 96 additions and 0 deletions

17
border/bigblur-crt.slangp Normal file
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shaders = 4
shader0 = ../crt/shaders/crt-aperture.slang
scale_type0 = source
scale0 = 4.0
filter_linear0 = false
alias0 = Reference
shader1 = ../blurs/blur11fast-vertical.slang
scale_type1 = source
scale1 = 0.5
shader2 = ../blurs/blur11fast-horizontal.slang
scale_type2 = source
scale2 = 0.5
shader3 = shaders/bigblur.slang

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border/bigblur.slangp Normal file
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shaders = 4
shader0 = ../misc/image-adjustment.slang
alias0 = Reference
shader1 = ../blurs/blur11fast-vertical.slang
scale_type1 = source
scale1 = 1.0
shader2 = ../blurs/blur11fast-horizontal.slang
scale_type2 = source
scale2 = 1.0
shader3 = shaders/bigblur.slang

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#version 450
// BigBlur by hunterk
// license: public domain
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float box_scale;
float location_x;
float location_y;
float in_res_x;
float in_res_y;
float border_on_top;
} params;
#pragma parameter box_scale "Image Scale" 4.0 1.0 10.0 1.0
#pragma parameter location_x "Viewport X Pos." 0.5 0.0 1.0 0.05
#pragma parameter location_y "Viewport Y Pos." 0.5 0.0 1.0 0.05
#pragma parameter in_res_x "Viewport Size X" 320.0 100.0 600.0 1.0
#pragma parameter in_res_y "Viewport Size Y" 240.0 64.0 512.0 1.0
#pragma parameter border_on_top "Show Viewport" 1.0 0.0 1.0 1.0
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 screen_coord;
void main()
{
gl_Position = global.MVP * Position;
vec2 corrected_size = vec2(params.in_res_x, params.in_res_y);
vec2 scale = (params.OutputSize.xy / corrected_size) / params.box_scale;
vec2 middle = vec2(params.location_x, params.location_y);
vec2 diff = TexCoord.xy - middle;
screen_coord = middle + diff * scale;
middle = vec2(0.4999, 0.4999);
vec2 dist = vTexCoord - middle;
vTexCoord = TexCoord * 0.25 * vec2(1.25, 1.0);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 screen_coord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Reference;
void main()
{
vec4 screen = texture(Reference, screen_coord); //the main video screen
vec4 background = texture(Source, vTexCoord + vec2(0.5)); //put your background function's output here
if ( screen_coord.x < 0.9999 && screen_coord.x > 0.0001 && screen_coord.y < 0.9999 && screen_coord.y > 0.0001 && params.border_on_top > 0.5 )
background.a *= 0.0;
FragColor = vec4(mix(screen, background, background.a));
}