mirror of
https://github.com/italicsjenga/slang-shaders.git
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ed7e1452bb
Initial version for trying to split up the shader to multi-pass in order to allow further adjustments of the outlines. Higher outline blur and weight settings will thicken up the lines for higher internal resolutions.
65 lines
1.5 KiB
Plaintext
65 lines
1.5 KiB
Plaintext
#version 450
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#pragma name MMJ_BlurPass_H
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/*
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----------------------------------------------------------------
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MMJ's Cel Shader v2.0 - Multi-Pass
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----------------------------------------------------------------
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Based on the original blur-gauss-h shader code.
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Used to blur the outlines, which is helpful at higher internal
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resolution settings to increase the line thickness.
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Parameters:
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-----------
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Blur Weight - Horizontal = Adjusts horizontal blur factor.
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----------------------------------------------------------------
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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float BlurWeightH;
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} params;
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#pragma parameter BlurWeightH "Blur Weight - Horizontal" 0.0 0.0 16.0 1.0
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#define SourceSize params.SourceSize
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#define BlurWeightH params.BlurWeightH
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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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void main()
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{
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vec2 PIXEL_SIZE = SourceSize.zw;
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vec4 C = texture(Source, vTexCoord);
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float L = 0.0, J = 0.0;
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for(int i = 1; i <= BlurWeightH; ++i) {
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L = 1.0 / i;
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J = 0.5 * i * PIXEL_SIZE.x;
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C = mix(C, mix(texture(Source, vTexCoord + vec2(J, 0.0)), texture(Source, vTexCoord - vec2(J, 0.0)), 0.5), L);
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}
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FragColor = C;
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} |