mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
56 lines
1.5 KiB
Plaintext
56 lines
1.5 KiB
Plaintext
#version 450
|
|
|
|
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;
|
|
layout(location = 1) out float data_pix_no;
|
|
layout(location = 2) out float data_one;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
data_pix_no = vTexCoord.x * global.SourceSize.x;
|
|
data_one = global.SourceSize.z;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
#pragma format R8G8B8A8_SRGB
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float data_pix_no;
|
|
layout(location = 2) in float data_one;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#define INV_SQRT_2_PI 0.38 // Doesn't have to be accurate.
|
|
|
|
#define HORIZ_GAUSS_WIDTH 0.5
|
|
|
|
void main()
|
|
{
|
|
float texel = floor(data_pix_no);
|
|
float phase = data_pix_no - texel;
|
|
float base_phase = phase.x - 0.5;
|
|
vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
|
|
|
|
vec3 col = vec3(0.0);
|
|
for (int i = -2; i <= 2; i++)
|
|
{
|
|
float phase = base_phase - float(i);
|
|
float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (HORIZ_GAUSS_WIDTH * HORIZ_GAUSS_WIDTH)) / HORIZ_GAUSS_WIDTH;
|
|
col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
|
|
}
|
|
|
|
FragColor = vec4(col, 1.0);
|
|
}
|