mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
77 lines
1.6 KiB
Plaintext
77 lines
1.6 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Author: Themaister
|
|
License: Public domain
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float BEAD_HIGH, BEAD_LOW;
|
|
} params;
|
|
|
|
#pragma parameter BEAD_HIGH "Bead High" 0.35 0.0 1.0 0.01
|
|
#define BEAD_HIGH params.BEAD_HIGH
|
|
#pragma parameter BEAD_LOW "Bead Low" 0.2 0.0 1.0 0.01
|
|
#define BEAD_LOW params.BEAD_LOW
|
|
|
|
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;
|
|
layout(location = 1) out vec2 pixel_no;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
pixel_no = vTexCoord * params.SourceSize.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 pixel_no;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
float dist(vec2 coord, vec2 source)
|
|
{
|
|
vec2 delta = coord - source;
|
|
return sqrt(dot(delta, delta));
|
|
}
|
|
|
|
float rolloff(float len)
|
|
{
|
|
return exp(-6.0 * len);
|
|
}
|
|
|
|
vec3 lookup(vec2 pixel_no, vec3 color)
|
|
{
|
|
float delta = dist(fract(pixel_no), vec2(0.5, 0.5));
|
|
|
|
if (delta > BEAD_LOW && delta < BEAD_HIGH)
|
|
return color;
|
|
else if (delta >= BEAD_HIGH)
|
|
return color * rolloff(delta - BEAD_HIGH);
|
|
else if (delta <= BEAD_LOW)
|
|
return color * rolloff(BEAD_LOW - delta);
|
|
else
|
|
return vec3(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
#define TEX(coord) texture(Source, coord).rgb
|
|
|
|
void main()
|
|
{
|
|
vec3 mid_color = lookup(pixel_no, TEX(vTexCoord));
|
|
FragColor = vec4(mid_color, 1.0);
|
|
} |