mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
46 lines
949 B
Plaintext
46 lines
949 B
Plaintext
#version 450
|
|
|
|
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;
|
|
|
|
#include "blur_params.inc"
|
|
|
|
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
|
|
|
|
void main()
|
|
{
|
|
vec3 col = vec3(0.0);
|
|
float dy = global.SourceSize.w;
|
|
|
|
float k_total = 0.0;
|
|
for (int i = -TAPS; i <= TAPS; i++)
|
|
{
|
|
float k = kernel(i);
|
|
k_total += k;
|
|
col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
|
|
}
|
|
|
|
FragColor = vec4(col / k_total, 1.0);
|
|
}
|