slang-shaders/cel/shaders/MMJ_Cel_Shader_MP_Blur_H.slang
MMJuno ed7e1452bb
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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.
2018-04-24 02:24:04 -04:00

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#version 450
#pragma name MMJ_BlurPass_H
/*
----------------------------------------------------------------
MMJ's Cel Shader v2.0 - Multi-Pass
----------------------------------------------------------------
Based on the original blur-gauss-h shader code.
Used to blur the outlines, which is helpful at higher internal
resolution settings to increase the line thickness.
Parameters:
-----------
Blur Weight - Horizontal = Adjusts horizontal blur factor.
----------------------------------------------------------------
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
float BlurWeightH;
} params;
#pragma parameter BlurWeightH "Blur Weight - Horizontal" 0.0 0.0 16.0 1.0
#define SourceSize params.SourceSize
#define BlurWeightH params.BlurWeightH
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} 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;
void main()
{
vec2 PIXEL_SIZE = SourceSize.zw;
vec4 C = texture(Source, vTexCoord);
float L = 0.0, J = 0.0;
for(int i = 1; i <= BlurWeightH; ++i) {
L = 1.0 / i;
J = 0.5 * i * PIXEL_SIZE.x;
C = mix(C, mix(texture(Source, vTexCoord + vec2(J, 0.0)), texture(Source, vTexCoord - vec2(J, 0.0)), 0.5), L);
}
FragColor = C;
}