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add bevel shader
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retro/bevel.slangp
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retro/bevel.slangp
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shaders = 1
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shader0 = shaders/bevel.slang
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filter_linear0 = false
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retro/shaders/bevel.slang
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retro/shaders/bevel.slang
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#version 450
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/*
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Hyllian's Bevel Shader
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Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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 BEVEL_LEVEL;
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} params;
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#pragma parameter BEVEL_LEVEL "Bevel Level" 0.2 0.0 0.5 0.01
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#define BEVEL_LEVEL params.BEVEL_LEVEL
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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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// Constants used with gamma correction.
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#define InputGamma 2.4
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#define OutputGamma 2.2
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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vec3 bevel(vec2 pos, vec3 color)
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{
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vec3 weight;
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float r = sqrt(dot(pos, vec2(1.0)));
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vec3 delta = mix(vec3(BEVEL_LEVEL), vec3(1.0-BEVEL_LEVEL), color);
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weight = delta*(1-r);
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return color+weight;
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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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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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vec2 position = fract(vTexCoord*params.SourceSize.xy);
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vec3 color = GAMMA_IN(texture(Source, vTexCoord).rgb);
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color = clamp(bevel(position, color), 0.0, 1.0);
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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}
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