mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
128 lines
4.2 KiB
Plaintext
128 lines
4.2 KiB
Plaintext
#version 450
|
|
#include "config.inc"
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 vFuzzy_main_pass_stage_1;
|
|
|
|
#include "includes/functions.include.slang"
|
|
#include "includes/blooms.include.slang"
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
//Get fuzzy mul and pow factor
|
|
vFuzzy_main_pass_stage_1 = apply_fuzzy_main_pass_stage_1();
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 vFuzzy_main_pass_stage_1;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
layout(set = 0, binding = 2) uniform sampler2D flick_and_noise_pass;
|
|
layout(set = 0, binding = 3) uniform sampler2D reflected_blurred_passFeedback;
|
|
|
|
#include "includes/functions.include.slang"
|
|
#include "includes/blooms.include.slang"
|
|
|
|
float borders_gradient(vec2 co, float smoothness) {
|
|
//Draws a square with smooth borders:
|
|
float size = 1.0;
|
|
vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness);
|
|
vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw);
|
|
return hv.x * hv.y;
|
|
}
|
|
|
|
void main() {
|
|
|
|
if (DO_BEZEL == 0.0) return;
|
|
|
|
|
|
//Zoom out the image coordinates by the bezel border size to make room for reflections:
|
|
vec2 coords = zoom(vTexCoord, BEZEL_REFL_ZOOMOUT_ROOM);
|
|
|
|
//Skip unuseful pixels
|
|
float skip_border = BEZEL_REFL_SKIP_SIZE;
|
|
if (coords.x > skip_border && coords.x < 1.0 - skip_border &&
|
|
coords.y > skip_border && coords.y < 1.0 - skip_border ) {
|
|
FragColor = vec4(0.0);
|
|
return;
|
|
}
|
|
/*
|
|
//Create a gradient near borders to modulate between blurrend and sharp refection.
|
|
float smoothness = 0.11;
|
|
float shade_sharp_blur = borders_gradient(vTexCoord, smoothness);
|
|
shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
|
|
*/
|
|
|
|
|
|
|
|
float shade_sharp_blur = texture(Source, coords).a;
|
|
|
|
|
|
|
|
//Create gradients in the corners to blur more more near corners:
|
|
#define CORNER_BLURRINESS 0.6
|
|
float fcorners_shade = corners_shade(vTexCoord, 0.9) * CORNER_BLURRINESS;
|
|
shade_sharp_blur = max(fcorners_shade, shade_sharp_blur);
|
|
/*
|
|
//Sample a lod and the next integer one, then do a linear smapling between them
|
|
//to blur the reflections as they goes far from the tube.
|
|
float shade_sharp_blur_adapted = shade_sharp_blur * 5.5;
|
|
float lod0 = floor(shade_sharp_blur_adapted);
|
|
float lod1 = lod0 + 1;
|
|
vec3 s1 = textureLod( Source, coords, lod0).rgb;
|
|
vec3 s2 = textureLod( Source, coords, lod1).rgb;
|
|
float lodmix = fract(shade_sharp_blur_adapted);
|
|
vec3 pixel_out = mix(s1, s2, lodmix) * BEZEL_REFL_STRENGTH;
|
|
*/
|
|
|
|
|
|
float blur_radius= (shade_sharp_blur) * 3.5 ;
|
|
blur_radius = clamp(blur_radius, 1.0, 100.0);
|
|
|
|
//FragColor = vec4(shade_sharp_blur); return;
|
|
|
|
// FragColor = texture(Source, coords);return;
|
|
|
|
|
|
|
|
float blur_quality = 1;
|
|
|
|
float start_offset = (pi*2.0/8.0/4.0);
|
|
|
|
vec3 pixel_out = bloom(Source, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, start_offset, 0.0) ;
|
|
pixel_out *= BEZEL_REFL_STRENGTH;
|
|
|
|
//Next simulate a diffused light
|
|
vec3 pixel_diffused = textureLod( flick_and_noise_pass, coords, 6.0).rgb;
|
|
pixel_out = mix( pixel_out, pixel_diffused, BEZEL_DIFFUSION_STR);
|
|
|
|
|
|
//multiply the blurred image by the corner shade so that reflections will not be visible in the corners.
|
|
//This has been moved to final pass because it didn't worked well with curvature
|
|
//at 0.0 inner zoom level.
|
|
//pixel_out = pixel_out * (1 - fcorners_shade);
|
|
|
|
pixel_out = apply_fuzzy_main_pass_stage_2(pixel_out, vFuzzy_main_pass_stage_1);
|
|
|
|
vec3 pixel_out_fb = texture(reflected_blurred_passFeedback, vTexCoord).rgb;
|
|
pixel_out = mix(pixel_out_fb.rgb, pixel_out, 0.5 );
|
|
|
|
|
|
FragColor = vec4(pixel_out, 1.0);
|
|
|
|
//FragColor = vec4(shade_sharp_blur);
|
|
|
|
}
|
|
|
|
|
|
|