#version 450 /* Braid Rewind Authors: hunterk, cgwg 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. */ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float FrameDirection } 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 OriginalHistory1; layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7; void main() { vec4 current = texture(Source, vTexCoord); vec4 color = texture(OriginalHistory7, vTexCoord) + texture(OriginalHistory6, vTexCoord) + texture(OriginalHistory5, vTexCoord) + texture(OriginalHistory4, vTexCoord) + texture(OriginalHistory3, vTexCoord) + texture(OriginalHistory2, vTexCoord) + texture(OriginalHistory1, vTexCoord) + current; vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0); if (global.FrameDirection < 0.0) { current = ((current + (color * 0.142857142857143)) * 0.5) * sepia; } FragColor = current; }