mirror of
https://github.com/italicsjenga/slang-shaders.git
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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.
79 lines
2.8 KiB
Plaintext
79 lines
2.8 KiB
Plaintext
#version 450
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/* Derived from https://github.com/libretro/slang-shaders/blob/master/motionblur/motionblur-blue.slang
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To increase the effect, uncomment more OriginalHistory# lines in each color channel
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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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float red_result =
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texture(OriginalHistory1, vTexCoord).r +
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texture(OriginalHistory2, vTexCoord).r /*+
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texture(OriginalHistory3, vTexCoord).r +
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texture(OriginalHistory4, vTexCoord).r +
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texture(OriginalHistory5, vTexCoord).r +
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texture(OriginalHistory6, vTexCoord).r +
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texture(OriginalHistory7, vTexCoord).r*/;
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float green_result =
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texture(OriginalHistory1, vTexCoord).g +
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texture(OriginalHistory2, vTexCoord).g /*+
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texture(OriginalHistory3, vTexCoord).g +
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texture(OriginalHistory4, vTexCoord).g +
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texture(OriginalHistory5, vTexCoord).g +
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texture(OriginalHistory6, vTexCoord).g +
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texture(OriginalHistory7, vTexCoord).g*/;
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float blue_result =
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texture(OriginalHistory1, vTexCoord).b +
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texture(OriginalHistory2, vTexCoord).b /*+
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texture(OriginalHistory3, vTexCoord).b +
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texture(OriginalHistory4, vTexCoord).b +
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texture(OriginalHistory5, vTexCoord).b +
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texture(OriginalHistory6, vTexCoord).b +
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texture(OriginalHistory7, vTexCoord).b*/;
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blue_result = clamp(blue_result, 0.0, 1.0);
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FragColor =
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clamp(texture(Source, vTexCoord) + 0.4 *
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vec4(clamp(red_result - 7.0 * texture(Source, vTexCoord).r, 0.0, 1.0),
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clamp(green_result - 7.0 * texture(Source, vTexCoord).g, 0.0, 1.0),
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clamp(blue_result - 7.0 * texture(Source, vTexCoord).b, 0.0, 1.0),
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1.0),
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0.0,
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1.0
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);
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}
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