mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
readd braid-rewind with syntax fix
This commit is contained in:
parent
9e5dd3148e
commit
c77ee22edc
5
motionblur/braid-rewind.slangp
Normal file
5
motionblur/braid-rewind.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/braid-rewind.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
66
motionblur/shaders/braid-rewind.slang
Normal file
66
motionblur/shaders/braid-rewind.slang
Normal file
|
@ -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;
|
||||
}
|
Loading…
Reference in a new issue