#version 450 /* Derived from https://github.com/libretro/slang-shaders/blob/master/motionblur/motionblur-blue.slang To increase the effect, uncomment more OriginalHistory# lines in each color channel */ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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() { float red_result = texture(OriginalHistory1, vTexCoord).r + texture(OriginalHistory2, vTexCoord).r /*+ texture(OriginalHistory3, vTexCoord).r + texture(OriginalHistory4, vTexCoord).r + texture(OriginalHistory5, vTexCoord).r + texture(OriginalHistory6, vTexCoord).r + texture(OriginalHistory7, vTexCoord).r*/; float green_result = texture(OriginalHistory1, vTexCoord).g + texture(OriginalHistory2, vTexCoord).g /*+ texture(OriginalHistory3, vTexCoord).g + texture(OriginalHistory4, vTexCoord).g + texture(OriginalHistory5, vTexCoord).g + texture(OriginalHistory6, vTexCoord).g + texture(OriginalHistory7, vTexCoord).g*/; float blue_result = texture(OriginalHistory1, vTexCoord).b + texture(OriginalHistory2, vTexCoord).b /*+ texture(OriginalHistory3, vTexCoord).b + texture(OriginalHistory4, vTexCoord).b + texture(OriginalHistory5, vTexCoord).b + texture(OriginalHistory6, vTexCoord).b + texture(OriginalHistory7, vTexCoord).b*/; blue_result = clamp(blue_result, 0.0, 1.0); FragColor = clamp(texture(Source, vTexCoord) + 0.4 * vec4(clamp(red_result - 7.0 * texture(Source, vTexCoord).r, 0.0, 1.0), clamp(green_result - 7.0 * texture(Source, vTexCoord).g, 0.0, 1.0), clamp(blue_result - 7.0 * texture(Source, vTexCoord).b, 0.0, 1.0), 1.0), 0.0, 1.0 ); }