#version 450 // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Defocus Effect //----------------------------------------------------------------------------- layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #include "mame_parameters.inc" #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; #define DiffuseSampler Source vec2 Defocus = vec2(global.defocus_x, global.defocus_y); // previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0 // now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0 const vec2 CoordOffset8[8] = vec2[8]( // 0.075x² + 0.225x + 0.25 vec2(-1.60f, 0.25f), vec2(-1.00f, -0.55f), vec2(-0.55f, 1.00f), vec2(-0.25f, -1.60f), vec2( 0.25f, 1.60f), vec2( 0.55f, -1.00f), vec2( 1.00f, 0.55f), vec2( 1.60f, -0.25f) ); void main() { // imaginary texel dimensions independed from source and target dimension vec2 TexelDims = vec2(1.0f / 1024.0f); vec2 DefocusTexelDims = Defocus * TexelDims; vec3 texel = texture(DiffuseSampler, vTexCoord).rgb; float samples = 1.0f; for (int i = 0; i < 8; i++) { texel += texture(DiffuseSampler, vTexCoord + CoordOffset8[i] * DefocusTexelDims).rgb; samples += 1.0f; } FragColor = vec4(texel / samples, 1.0); }