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https://github.com/italicsjenga/slang-shaders.git
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58 lines
1.3 KiB
Plaintext
58 lines
1.3 KiB
Plaintext
#version 450
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// Kuwase Blur
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// based on a shadertoy by Kubuxu
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// https://www.shadertoy.com/view/Xl3XW7
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float bloom_threshold;
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} params;
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#pragma parameter bloom_threshold "Glow Threshold" 0.0 0.0 1.0 0.05
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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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} 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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vec4 reSample(float d, vec2 uv, sampler2D decal)
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{
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vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
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vec4 color = vec4(0.);
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color += texture(decal, uv + step1) / 4.;
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color += texture(decal, uv - step1) / 4.;
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vec2 step2 = step1;
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step2.x = -step2.x;
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color += texture(decal, uv + step2) / 4.;
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color += texture(decal, uv - step2) / 4.;
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return color;
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}
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#include "../../misc/colorspace-tools.h"
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void main()
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{
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FragColor = vec4(YIQtoRGB(RGBtoYIQ(reSample(0., vTexCoord, Source).rgb) - vec3(params.bloom_threshold, 0.,0.)), 1.0);
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} |