mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
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
|
|
/*
|
|
Motion Blur
|
|
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;
|
|
} 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 color = texture(OriginalHistory7, vTexCoord);
|
|
color = (color + texture(OriginalHistory6, vTexCoord)) * 0.5;
|
|
color = (color + texture(OriginalHistory5, vTexCoord)) * 0.5;
|
|
color = (color + texture(OriginalHistory4, vTexCoord)) * 0.5;
|
|
color = (color + texture(OriginalHistory3, vTexCoord)) * 0.5;
|
|
color = (color + texture(OriginalHistory2, vTexCoord)) * 0.5;
|
|
color = (color + texture(OriginalHistory1, vTexCoord)) * 0.5;
|
|
color = (color + texture(Source, vTexCoord)) * 0.5;
|
|
|
|
FragColor = color;
|
|
}
|