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e585d6cb3d
The braid-rewind shader won't compile because it relies on 'global.FrameDirection', meant to be the counterpart to Cg's IN.frame_direction.
56 lines
1.9 KiB
Plaintext
56 lines
1.9 KiB
Plaintext
#version 450
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/*
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Motion Blur
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Authors: hunterk, cgwg
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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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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#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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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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vec4 color = texture(OriginalHistory7, vTexCoord);
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color = (color + texture(OriginalHistory6, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory5, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory4, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory3, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory2, vTexCoord)) * 0.5;
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color = (color + texture(OriginalHistory1, vTexCoord)) * 0.5;
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color = (color + texture(Source, vTexCoord)) * 0.5;
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FragColor = color;
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}
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