mirror of
https://github.com/italicsjenga/slang-shaders.git
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42 lines
1.1 KiB
Plaintext
42 lines
1.1 KiB
Plaintext
#version 450
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#include "config.inc"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float vHALO_H;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vHALO_H = HALO_H / NEW_SCALEMOD_Y; //Make it resolution independent.
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float vHALO_H;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#include "includes/functions.include.slang"
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void main() {
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if (DO_HALO == 0.0 ) return;
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vec3 pixel_haloed;
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//apply just gamma and power for tighter blurs and exit:
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if (HALO_W >= GLOW_SHARP_MAX && HALO_H >= GLOW_SHARP_MAX) {
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FragColor = vec4( glow_dumb(Source, HALO_POWER, HALO_GAMMA, vTexCoord), 1.0);
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return;
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}
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pixel_haloed = blur9_y(Source, vTexCoord, global.flick_and_noise_passSize.xy, vHALO_H) * HALO_POWER;
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FragColor = vec4(pixel_haloed.rgb,1.0);
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}
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