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add NormalsDisplacement shader and preset
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reshade/NormalsDisplacement.slangp
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6
reshade/NormalsDisplacement.slangp
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shaders = 1
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shader0 = shaders/NormalsDisplacement/NormalsDisplacement.slang
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textures = "displacementMap"
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displacementMap = shaders/NormalsDisplacement/CurveNormals.png
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reshade/shaders/NormalsDisplacement/CurveNormals.png
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reshade/shaders/NormalsDisplacement/CurveNormals.png
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After Width: | Height: | Size: 20 KiB |
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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 Displacement;
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} params;
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#pragma parameter Displacement "Displacement Factor" 20.0 0.0 60.0 1.0
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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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layout(set = 0, binding = 3) uniform sampler2D displacementMap;
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vec2 DisplacementLevel()
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{
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return (params.OutputSize.zw*params.Displacement);//Displacement's value is measured in half of a pixel. Don't need to waste resources on multiplying by two.
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}
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vec2 CoordDisplacement(vec2 coord)
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{
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return (coord-((texture(displacementMap, coord).xy-0.5)*DisplacementLevel()))*1.1-0.05;
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//This reads the displacement texture and sets 0.5 to be 0, 1 to be 1, and 0 to be -1,
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//and then it scales it to the displacement level previously defined.
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//The multiplication and subtraction at the end is to scale it down so it doesn't exceed the window.
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//I think it's slightly faster if I do it here and not at the end in the fragColor = line in void main().
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}
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void main()
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{
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FragColor = vec4(texture(Source, CoordDisplacement(vTexCoord)).rgb, 1.0);
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}
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