#version 450 /* Hyllian's Bevel Shader Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BEVEL_LEVEL; } params; #pragma parameter BEVEL_LEVEL "Bevel Level" 0.2 0.0 0.5 0.01 #define BEVEL_LEVEL params.BEVEL_LEVEL layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; // Constants used with gamma correction. #define InputGamma 2.4 #define OutputGamma 2.2 #define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) #define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) vec3 bevel(vec2 pos, vec3 color) { vec3 weight; float r = sqrt(dot(pos, vec2(1.0))); vec3 delta = mix(vec3(BEVEL_LEVEL), vec3(1.0-BEVEL_LEVEL), color); weight = delta*(1-r); return color+weight; } #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; void main() { vec2 position = fract(vTexCoord*params.SourceSize.xy); vec3 color = GAMMA_IN(texture(Source, vTexCoord).rgb); color = clamp(bevel(position, color), 0.0, 1.0); FragColor = vec4(GAMMA_OUT(color), 1.0); }