mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
72 lines
1.9 KiB
Plaintext
72 lines
1.9 KiB
Plaintext
#version 450
|
|
|
|
// based on Nvidia's GPU Gems article:
|
|
// https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter27.html
|
|
// slang shader by torridgristle and hunterk
|
|
// This shader needs several iterations for a noticeable deblur effect
|
|
// Nvidia's example uses 5 passes at 0.05 intensity, which seems good
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float shockMagnitude;
|
|
} params;
|
|
|
|
#pragma parameter shockMagnitude "Shock Magnitude" 0.05 0.0 4.0 0.01
|
|
|
|
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;
|
|
|
|
#define Euler 2.718281828459045
|
|
|
|
const vec3 ones = vec3(1.0, 1.0, 1.0);
|
|
|
|
void main()
|
|
{
|
|
vec3 inc = vec3(params.OutputSize.zw,0.0);
|
|
|
|
vec3 curCol = texture(Source, vTexCoord).xyz;
|
|
vec3 upCol = texture(Source, vTexCoord + inc.zy).xyz;
|
|
vec3 downCol = texture(Source, vTexCoord - inc.zy).xyz;
|
|
vec3 rightCol = texture(Source, vTexCoord + inc.xz).xyz;
|
|
vec3 leftCol = texture(Source, vTexCoord - inc.xz).xyz;
|
|
|
|
vec3 Convexity = 4.0 * curCol - rightCol - leftCol - upCol - downCol;
|
|
|
|
vec2 Diffusion = vec2(dot((rightCol - leftCol) * Convexity, ones),
|
|
dot((upCol - downCol) * Convexity, ones));
|
|
|
|
Diffusion *= params.shockMagnitude/(length(Diffusion) + 0.00001);
|
|
|
|
curCol += (Diffusion.x > 0 ? Diffusion.x * rightCol :
|
|
|
|
-Diffusion.x*leftCol) +
|
|
|
|
(Diffusion.y > 0 ? Diffusion.y * upCol :
|
|
|
|
-Diffusion.y * downCol);
|
|
|
|
FragColor = vec4(curCol/(1 + dot(abs(Diffusion), ones.xy)),1.0);
|
|
}
|