#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float Displacement; } params; #pragma parameter Displacement "Displacement Factor" 20.0 0.0 60.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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 displacementMap; vec2 DisplacementLevel() { 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. } vec2 CoordDisplacement(vec2 coord) { return (coord-((texture(displacementMap, coord).xy-0.5)*DisplacementLevel()))*1.1-0.05; //This reads the displacement texture and sets 0.5 to be 0, 1 to be 1, and 0 to be -1, //and then it scales it to the displacement level previously defined. //The multiplication and subtraction at the end is to scale it down so it doesn't exceed the window. //I think it's slightly faster if I do it here and not at the end in the fragColor = line in void main(). } void main() { FragColor = vec4(texture(Source, CoordDisplacement(vTexCoord)).rgb, 1.0); }