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https://github.com/italicsjenga/slang-shaders.git
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75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
#version 450
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/*
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AGS-001 shader
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A pristine recreation of the illuminated Game Boy Advance SP
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Author: endrift
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License: MPL 2.0
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This Source Code Form is subject to the terms of the Mozilla Public
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License, v. 2.0. If a copy of the MPL was not distributed with this
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file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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layout(push_constant) uniform Push
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{
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float reflectionBrightness;
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float reflectionDistanceX;
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float reflectionDistanceY;
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float lightBrightness;
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}params;
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#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
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#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
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#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005
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#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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const float speed = 2.0;
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const float decay = 2.0;
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const float coeff = 2.5;
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void main()
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{
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vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
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float sp = pow(speed, params.lightBrightness);
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float dc = pow(decay, -params.lightBrightness);
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float s = (sp - dc) / (sp + dc);
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vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
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radius = pow(abs(radius), vec2(4.0));
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vec3 bleed = vec3(0.12, 0.14, 0.19);
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bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
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vec4 color = texture(Source, vTexCoord);
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color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5)));
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vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
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color.rgb += reflection.rgb * params.reflectionBrightness;
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color.a = 1.0;
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FragColor = color;
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}
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