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add shock shader
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anti-aliasing/shaders/shock.slang
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69
anti-aliasing/shaders/shock.slang
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#version 450
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// based on Nvidia's GPU Gems article:
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// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter27.html
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// slang shader by torridgristle and hunterk
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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 shockMagnitude;
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} params;
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#pragma parameter shockMagnitude "Shock Magnitude" 0.0 0.0 4.0 0.1
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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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#define Euler 2.718281828459045
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const vec3 ones = vec3(1.0, 1.0, 1.0);
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void main()
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{
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vec3 inc = vec3(params.OutputSize.zw,0.0);
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vec3 curCol = texture(Source, vTexCoord).xyz;
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vec3 upCol = texture(Source, vTexCoord + inc.zy).xyz;
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vec3 downCol = texture(Source, vTexCoord - inc.zy).xyz;
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vec3 rightCol = texture(Source, vTexCoord + inc.xz).xyz;
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vec3 leftCol = texture(Source, vTexCoord - inc.xz).xyz;
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vec3 Convexity = 4.0 * curCol - rightCol - leftCol - upCol - downCol;
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vec2 Diffusion = vec2(dot((rightCol - leftCol) * Convexity, ones),
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dot((upCol - downCol) * Convexity, ones));
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Diffusion *= params.shockMagnitude/(length(Diffusion) + 0.00001);
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curCol += (Diffusion.x > 0 ? Diffusion.x * rightCol :
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-Diffusion.x*leftCol) +
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(Diffusion.y > 0 ? Diffusion.y * upCol :
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-Diffusion.y * downCol);
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FragColor = vec4(curCol/(1 + dot(abs(Diffusion), ones.xy)),1.0);
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}
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