mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
(motionblur) Everything ported to slang.
The braid-rewind shader won't compile because it relies on 'global.FrameDirection', meant to be the counterpart to Cg's IN.frame_direction.
This commit is contained in:
parent
efc3ef4538
commit
e585d6cb3d
5
motionblur/braid-rewind.slangp
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5
motionblur/braid-rewind.slangp
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shaders = 1
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shader0 = shaders/braid-rewind.slang
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filter_linear0 = false
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scale_type_0 = source
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7
motionblur/feedback.slangp
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motionblur/feedback.slangp
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shaders = 1
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shader0 = shaders/feedback.slang
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scale_type0 = source
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scale0 = 1.0
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filter_linear0 = false
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5
motionblur/motionblur-blue.slangp
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motionblur/motionblur-blue.slangp
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shaders = 1
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shader0 = shaders/motionblur-blue.slang
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filter_linear0 = false
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scale_type_0 = source
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5
motionblur/motionblur-color.slangp
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motionblur/motionblur-color.slangp
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shaders = 1
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shader0 = shaders/motionblur-color.slang
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filter_linear0 = false
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scale_type_0 = source
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5
motionblur/motionblur-simple.slangp
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5
motionblur/motionblur-simple.slangp
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shaders = 1
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shader0 = shaders/motionblur-simple.slang
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filter_linear0 = false
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scale_type_0 = source
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66
motionblur/shaders/braid-rewind.slang
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66
motionblur/shaders/braid-rewind.slang
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#version 450
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/*
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Braid Rewind
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Authors: hunterk, cgwg
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float FrameDirection
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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vec4 current = texture(Source, vTexCoord);
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vec4 color =
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texture(OriginalHistory7, vTexCoord) +
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texture(OriginalHistory6, vTexCoord) +
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texture(OriginalHistory5, vTexCoord) +
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texture(OriginalHistory4, vTexCoord) +
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texture(OriginalHistory3, vTexCoord) +
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texture(OriginalHistory2, vTexCoord) +
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texture(OriginalHistory1, vTexCoord) +
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current;
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vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0);
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if (global.FrameDirection < 0.0)
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{
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current = ((current + (color * 0.142857142857143)) * 0.5) * sepia;
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}
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FragColor = current;
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}
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42
motionblur/shaders/feedback.slang
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42
motionblur/shaders/feedback.slang
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#version 450
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layout(push_constant) uniform Push
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{
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float mixfactor;
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} param;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 PassFeedback0;
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void main()
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{
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vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
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vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
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vec4 mixed = (1.0 - param.mixfactor) * current + param.mixfactor * fdback;
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FragColor = pow(mixed, vec4(1.0 / 2.2));
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}
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52
motionblur/shaders/motionblur-blue.slang
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motionblur/shaders/motionblur-blue.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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float blue_result =
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texture(OriginalHistory1, vTexCoord).b +
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texture(OriginalHistory2, vTexCoord).b +
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texture(OriginalHistory3, vTexCoord).b +
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texture(OriginalHistory4, vTexCoord).b +
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texture(OriginalHistory5, vTexCoord).b +
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texture(OriginalHistory6, vTexCoord).b +
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texture(OriginalHistory7, vTexCoord).b -
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texture(Source, vTexCoord).b * 7.0;
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blue_result = clamp(blue_result, 0.0, 1.0);
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FragColor = clamp(
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texture(Source, vTexCoord) + 0.4 * vec4(0.0, 0.0, blue_result, 1.0),
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0.0, 1.0
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);
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}
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78
motionblur/shaders/motionblur-color.slang
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78
motionblur/shaders/motionblur-color.slang
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#version 450
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/* Derived from https://github.com/libretro/slang-shaders/blob/master/motionblur/motionblur-blue.slang
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To increase the effect, uncomment more OriginalHistory# lines in each color channel
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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float red_result =
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texture(OriginalHistory1, vTexCoord).r +
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texture(OriginalHistory2, vTexCoord).r /*+
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texture(OriginalHistory3, vTexCoord).r +
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texture(OriginalHistory4, vTexCoord).r +
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texture(OriginalHistory5, vTexCoord).r +
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texture(OriginalHistory6, vTexCoord).r +
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texture(OriginalHistory7, vTexCoord).r*/;
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float green_result =
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texture(OriginalHistory1, vTexCoord).g +
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texture(OriginalHistory2, vTexCoord).g /*+
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texture(OriginalHistory3, vTexCoord).g +
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texture(OriginalHistory4, vTexCoord).g +
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texture(OriginalHistory5, vTexCoord).g +
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texture(OriginalHistory6, vTexCoord).g +
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texture(OriginalHistory7, vTexCoord).g*/;
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float blue_result =
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texture(OriginalHistory1, vTexCoord).b +
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texture(OriginalHistory2, vTexCoord).b /*+
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texture(OriginalHistory3, vTexCoord).b +
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texture(OriginalHistory4, vTexCoord).b +
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texture(OriginalHistory5, vTexCoord).b +
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texture(OriginalHistory6, vTexCoord).b +
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texture(OriginalHistory7, vTexCoord).b*/;
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blue_result = clamp(blue_result, 0.0, 1.0);
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FragColor =
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clamp(texture(Source, vTexCoord) + 0.4 *
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vec4(clamp(red_result - 7.0 * texture(Source, vTexCoord).r, 0.0, 1.0),
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clamp(green_result - 7.0 * texture(Source, vTexCoord).g, 0.0, 1.0),
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clamp(blue_result - 7.0 * texture(Source, vTexCoord).b, 0.0, 1.0),
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1.0),
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0.0,
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1.0
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);
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}
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55
motionblur/shaders/motionblur-simple.slang
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motionblur/shaders/motionblur-simple.slang
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#version 450
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/*
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Motion Blur
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Authors: hunterk, cgwg
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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vec4 color = texture(OriginalHistory7, vTexCoord);
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color = (color + texture(OriginalHistory6, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory5, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory4, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory3, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory2, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory1, vTexCoord)) * 0.5;
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color = (color + texture(Source, vTexCoord)) * 0.5;
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FragColor = color;
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}
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