mirror of
https://github.com/italicsjenga/slang-shaders.git
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7c3c324b81
I assume the last pass has some mistake in it, which results in chromatic aberration and/or color shifting.
34 lines
797 B
Plaintext
34 lines
797 B
Plaintext
#version 450
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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 PassOutput0;
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void main()
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{
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vec3 diff = clamp(texture(Source, vTexCoord).rgb - texture(PassOutput0, vTexCoord).rgb, 0.0, 1.0);
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FragColor = vec4(diff, 1.0);
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}
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