mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 10:51:30 +11:00
8b35477a93
* Update koko-aio to 3.8 * Missing files from previous commit * Still missing files * Fix full presets, hopefully ready for merging
55 lines
1.6 KiB
Plaintext
55 lines
1.6 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 float vHALO_W;
|
|
layout(location = 2) out vec3 vHALO_GAMMA;
|
|
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
vHALO_W = HALO_W / NEW_SCALEMOD_X; //Make it resolution independent.
|
|
vHALO_GAMMA = vec3(HALO_GAMMA);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float vHALO_W;
|
|
layout(location = 2) in vec3 vHALO_GAMMA;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
|
|
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
void main() {
|
|
if (DO_HALO == 0.0 ) return;
|
|
|
|
//Pass the right texture unchanged for tighter blurs:
|
|
if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
|
|
if (DO_IN_GLOW == 1.0)
|
|
FragColor = texture(in_glow_pass, vTexCoord);
|
|
else
|
|
FragColor = texture(shift_and_bleed_pass, vTexCoord);
|
|
|
|
return;
|
|
}
|
|
|
|
vec3 pixel_haloed;
|
|
if (DO_IN_GLOW == 1.0) {
|
|
//pixel_haloed = blur9_x(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W);
|
|
|
|
pixel_haloed = blur9_x_gamma(in_glow_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
|
|
}
|
|
else {
|
|
pixel_haloed = blur9_x_gamma(shift_and_bleed_pass, vTexCoord, global.FXAA_passSize.xy, vHALO_W, vHALO_GAMMA);
|
|
}
|
|
|
|
FragColor = vec4(pixel_haloed.rgb, 1.0);
|
|
}
|