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add bead by request :)
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misc/bead.slang
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72
misc/bead.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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float BEAD_HIGH, BEAD_LOW;
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} params;
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#pragma parameter BEAD_HIGH "Bead High" 0.35 0.0 1.0 0.01
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#define BEAD_HIGH params.BEAD_HIGH
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#pragma parameter BEAD_LOW "Bead Low" 0.2 0.0 1.0 0.01
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#define BEAD_LOW params.BEAD_LOW
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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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layout(location = 1) 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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pixel_no = vTexCoord * params.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 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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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 rolloff(float len)
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{
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return exp(-6.0 * len);
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}
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vec3 lookup(vec2 pixel_no, vec3 color)
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{
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float delta = dist(fract(pixel_no), vec2(0.5, 0.5));
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if (delta > BEAD_LOW && delta < BEAD_HIGH)
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return color;
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else if (delta >= BEAD_HIGH)
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return color * rolloff(delta - BEAD_HIGH);
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else if (delta <= BEAD_LOW)
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return color * rolloff(BEAD_LOW - delta);
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else
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return vec3(0.0, 0.0, 0.0);
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}
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#define TEX(coord) texture(Source, coord).rgb
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void main()
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{
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vec3 mid_color = lookup(pixel_no, TEX(vTexCoord));
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FragColor = vec4(mid_color, 1.0);
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}
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