slang-shaders/crt/shaders/guest/crt-sm/blur_vert-sm.slang
hunterk 8524a42da5
Add crt-guest-advanced, update other crt-guest, update ntsc-adaptive (#183)
* update crt-guest, add advanced

* re-add some prematurely deleted GDV passes

* fix ntsc res behavior

* disable field-merging on 2-phase to allow MD rainbow artifacting

* remove unused function
2021-07-30 08:24:20 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TAPSV;
float GLOW_FALLOFF_V;
} params;
// Higher value, more centered glow.
// Lower values might need more taps.
// Adapted from crt-easymode-halation by Easymode.
// Parameter lines go here:
#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0
#define TAPSV params.TAPSV
#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.35 0.00 1.5 0.02
#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V
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 * 1.00001;
}
#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 RotPass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x))
void main()
{
float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5,0.1)).a;
if (vTexCoord.y > ratio) discard;
vec3 col = vec3(0.0);
float dy = SourceSize.w;
float k_total = 0.;
for (float i = -TAPSV; i <= TAPSV; i++)
{
float k = kernel(i);
k_total += k;
col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
}
FragColor = vec4(col / k_total, ratio);
}