mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
97 lines
4.3 KiB
Plaintext
97 lines
4.3 KiB
Plaintext
#version 450
|
|
|
|
// newpixie CRT
|
|
// by Mattias Gustavsson
|
|
// adapted for slang by hunterk
|
|
|
|
/*
|
|
------------------------------------------------------------------------------
|
|
This software is available under 2 licenses - you may choose the one you like.
|
|
------------------------------------------------------------------------------
|
|
ALTERNATIVE A - MIT License
|
|
Copyright (c) 2016 Mattias Gustavsson
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
|
this software and associated documentation files (the "Software"), to deal in
|
|
the Software without restriction, including without limitation the rights to
|
|
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
|
of the Software, and to permit persons to whom the Software is furnished to do
|
|
so, subject to the following conditions:
|
|
The above copyright notice and this permission notice shall be included in all
|
|
copies or substantial portions of the Software.
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
SOFTWARE.
|
|
------------------------------------------------------------------------------
|
|
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
|
This is free and unencumbered software released into the public domain.
|
|
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
|
software, either in source code form or as a compiled binary, for any purpose,
|
|
commercial or non-commercial, and by any means.
|
|
In jurisdictions that recognize copyright laws, the author or authors of this
|
|
software dedicate any and all copyright interest in the software to the public
|
|
domain. We make this dedication for the benefit of the public at large and to
|
|
the detriment of our heirs and successors. We intend this dedication to be an
|
|
overt act of relinquishment in perpetuity of all present and future rights to
|
|
this software under copyright law.
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
|
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
|
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
------------------------------------------------------------------------------
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float NPX_BLUR_VERT;
|
|
} params;
|
|
|
|
#pragma parameter NPX_BLUR_VERT " Vertical Blur" 1.0 0.0 5.0 0.25
|
|
|
|
vec2 blur = vec2(0.0, params.NPX_BLUR_VERT) * params.OutputSize.zw;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} 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;
|
|
|
|
void main()
|
|
{
|
|
vec2 uv = vTexCoord.xy;
|
|
vec4 sum = texture( Source, uv ) * 0.2270270270;
|
|
sum += texture(Source, vec2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;
|
|
sum += texture(Source, vec2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;
|
|
sum += texture(Source, vec2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;
|
|
sum += texture(Source, vec2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;
|
|
sum += texture(Source, vec2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;
|
|
sum += texture(Source, vec2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;
|
|
sum += texture(Source, vec2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;
|
|
sum += texture(Source, vec2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;
|
|
FragColor = sum;
|
|
}
|