slang-shaders/blurs/kawase/kawase0.slang

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#version 450
// Kuwase Blur
// based on a shadertoy by Kubuxu
// https://www.shadertoy.com/view/Xl3XW7
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom_threshold;
} params;
#pragma parameter bloom_threshold "Glow Threshold" 0.0 0.0 1.0 0.05
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;
vec4 reSample(float d, vec2 uv, sampler2D decal)
{
vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
vec4 color = vec4(0.);
color += texture(decal, uv + step1) / 4.;
color += texture(decal, uv - step1) / 4.;
vec2 step2 = step1;
step2.x = -step2.x;
color += texture(decal, uv + step2) / 4.;
color += texture(decal, uv - step2) / 4.;
return color;
}
#include "../../misc/colorspace-tools.h"
void main()
{
FragColor = vec4(YIQtoRGB(RGBtoYIQ(reSample(0., vTexCoord, Source).rgb) - vec3(params.bloom_threshold, 0.,0.)), 1.0);
}