mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
67 lines
1.9 KiB
Plaintext
67 lines
1.9 KiB
Plaintext
#version 450
|
|
/*
|
|
Braid Rewind
|
|
Authors: hunterk, cgwg
|
|
|
|
This program is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License as published by the Free
|
|
Software Foundation; either version 2 of the License, or (at your option)
|
|
any later version.
|
|
*/
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
int FrameDirection;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
|
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
|
|
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
|
|
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
|
|
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
|
|
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
|
|
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
|
|
|
|
void main()
|
|
{
|
|
vec4 current = texture(Source, vTexCoord);
|
|
|
|
vec4 color =
|
|
texture(OriginalHistory7, vTexCoord) +
|
|
texture(OriginalHistory6, vTexCoord) +
|
|
texture(OriginalHistory5, vTexCoord) +
|
|
texture(OriginalHistory4, vTexCoord) +
|
|
texture(OriginalHistory3, vTexCoord) +
|
|
texture(OriginalHistory2, vTexCoord) +
|
|
texture(OriginalHistory1, vTexCoord) +
|
|
current;
|
|
|
|
vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0);
|
|
|
|
if (global.FrameDirection < 0)
|
|
{
|
|
current = ((current + (color * 0.142857142857143)) * 0.5) * sepia;
|
|
}
|
|
|
|
FragColor = current;
|
|
}
|