diff --git a/motionblur/braid-rewind.slangp b/motionblur/braid-rewind.slangp new file mode 100644 index 0000000..fb10aef --- /dev/null +++ b/motionblur/braid-rewind.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/braid-rewind.slang +filter_linear0 = false +scale_type0 = source diff --git a/motionblur/shaders/braid-rewind.slang b/motionblur/shaders/braid-rewind.slang new file mode 100644 index 0000000..779a638 --- /dev/null +++ b/motionblur/shaders/braid-rewind.slang @@ -0,0 +1,66 @@ +#version 450 +/* + Braid Rewind + Authors: hunterk, cgwg + + This program is free software; you can redistribute it and/or modify it + under the terms of the GNU General Public License as published by the Free + Software Foundation; either version 2 of the License, or (at your option) + any later version. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + int FrameDirection; +} 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 OriginalHistory1; +layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; +layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; +layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; +layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; +layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; +layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7; + +void main() +{ + vec4 current = texture(Source, vTexCoord); + + vec4 color = + texture(OriginalHistory7, vTexCoord) + + texture(OriginalHistory6, vTexCoord) + + texture(OriginalHistory5, vTexCoord) + + texture(OriginalHistory4, vTexCoord) + + texture(OriginalHistory3, vTexCoord) + + texture(OriginalHistory2, vTexCoord) + + texture(OriginalHistory1, vTexCoord) + + current; + + vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0); + + if (global.FrameDirection < 0) + { + current = ((current + (color * 0.142857142857143)) * 0.5) * sepia; + } + + FragColor = current; +}