mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
115 lines
3.8 KiB
Plaintext
115 lines
3.8 KiB
Plaintext
#version 450
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#include "config.inc"
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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 = 1) uniform sampler2D first_pass;
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layout(set = 0, binding = 2) uniform sampler2D isrotated_passFeedback;
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#define SourceTexture first_pass
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#define SourceTextureSize global.first_passSize
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#include "includes/functions.include.slang"
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#define c_tolerance 0.051
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#define b_offset_x -0.05
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#define Pi2 6.28318530717959
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vec3 blur(float Quality, float Directions, float Size, vec2 co,float lod) {
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vec4 iResolution = SourceTextureSize;
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vec2 Radius = Size/iResolution.xy ;
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vec3 color = vec3(0.0,0.0,0.0);
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vec3 lookup = vec3(0.0,0.0,0.0);
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float steps=0.0;
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for( float d=0.0; d<Pi2; d+=Pi2/Directions) {
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for(float i=1.0/Quality; i<=1.0; i+=1.0/Quality) {
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lookup = textureLod( SourceTexture, co + vec2(cos(d) + b_offset_x , sin(d))*Radius*i ,lod).rgb ;
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color +=lookup.rgb;
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steps+=1.0;
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}
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}
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color /= steps;
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if ( steps > 4.0) return vec3(1.0);
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return color;
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}
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void main() {
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if (DO_BEZEL == 0.0) return;
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vec2 coords_curved = vTexCoord;
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if (DO_CURVATURE == 1.0) {
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if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
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coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
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}
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//coords_curved = zoomout_coords(coords_curved, -BEZEL_INNER_ZOOM , 1.0);
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coords_curved = zoomout_coords(coords_curved, BEZEL_REFLECTION_AREA_SIZE , 1.0);
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bool is_rotated = texture(isrotated_passFeedback,vec2(0.5,0.5)).r > 0.5;
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/* Calculate the internal area (the one which is not mirrored)
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so that we can skip blurring it:
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*/
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/* vec2 ar_box;
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if (!is_rotated) {
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//Width of the aspect corrected box zoomed as requested by the bezel settings:
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ar_box.x = global.FinalViewportSize.z*global.FinalViewportSize.y*get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
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//Height zoomed as requested by bezel settings:
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ar_box.y = 1+BEZEL_INNER_ZOOM-c_tolerance;
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} else {
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ar_box.y = global.FinalViewportSize.z*global.FinalViewportSize.y/get_in_aspect() * (1+BEZEL_INNER_ZOOM-c_tolerance) ;
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ar_box.x= 1+BEZEL_INNER_ZOOM-c_tolerance;
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}
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//start_point is the middle of the screen minut half the content width
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vec2 start_point = vec2(0.5 - (ar_box.x*0.5), 0.5 - (ar_box.y*0.5));
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vec2 end_point = vec2(0.5 + (ar_box.x*0.5), 0.5 + (ar_box.y*0.5));
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//Now we can skip the internal area or the black one as already marked by main_pass:
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//bool skip_condition =(vTexCoord.x > start_point.x && vTexCoord.x < end_point.x &&
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// vTexCoord.y > start_point.y && vTexCoord.y < end_point.y) ||
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// is_outer_frame(texture(main_pass,vTexCoord));
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*/
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//FIXME (CHECKME) is the rotation state still important?
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bool skip_condition = (coords_curved.x < 1.0 - c_tolerance && coords_curved.x > c_tolerance &&
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coords_curved.y < 1.0 - c_tolerance && coords_curved.y > c_tolerance ) ;
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if (skip_condition) {
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FragColor = mark_useless(vec3(0.0));
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return;
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}
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vec2 res = vec2(global.first_passSize.x, global.first_passSize.y);
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vec2 dir = vec2(1.0,0.0);
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///Quality, Directions, Size, coords, lod
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vec3 pixel_blur = blur(1,4,2,coords_curved, 2.0);
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FragColor = vec4(apply_fuzzy_main_pass(pixel_blur),1.0);
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}
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