mirror of
https://github.com/italicsjenga/slang-shaders.git
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71 lines
2.4 KiB
Plaintext
71 lines
2.4 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Deconvergence Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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#define u_source_size params.OutputSize
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vec4 u_converge_red = vec4(global.converge_x_r, global.converge_y_r, 0.,0.);
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vec4 u_converge_green = vec4(global.converge_x_g, global.converge_y_g, 0.,0.);
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vec4 u_converge_blue = vec4(global.converge_x_b, global.converge_y_b, 0.,0.);
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vec4 u_radial_converge_red = vec4(global.radial_conv_x_r, global.radial_conv_y_r, 0.,0.);
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vec4 u_radial_converge_green = vec4(global.radial_conv_x_g, global.radial_conv_y_g, 0.,0.);
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vec4 u_radial_converge_blue = vec4(global.radial_conv_x_b, global.radial_conv_y_b, 0.,0.);
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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 v_texcoord0;
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layout(location = 1) out vec2 v_texcoord1;
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layout(location = 2) out vec2 v_texcoord2;
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layout(location = 3) out vec2 v_texcoord3;
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#define a_texcoord0 TexCoord.xy
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 half_value = vec2(0.5, 0.5);
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v_texcoord0 = a_texcoord0;
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v_texcoord1 = (a_texcoord0 - half_value) * (1.0 + u_radial_converge_red.xy ) + half_value + u_converge_red.xy * (vec2(1.0, 1.0) / u_source_size.xy);
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v_texcoord2 = (a_texcoord0 - half_value) * (1.0 + u_radial_converge_green.xy) + half_value + u_converge_green.xy * (vec2(1.0, 1.0) / u_source_size.xy);
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v_texcoord3 = (a_texcoord0 - half_value) * (1.0 + u_radial_converge_blue.xy ) + half_value + u_converge_blue.xy * (vec2(1.0, 1.0) / u_source_size.xy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 v_texcoord0;
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layout(location = 1) in vec2 v_texcoord1;
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layout(location = 2) in vec2 v_texcoord2;
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layout(location = 3) in vec2 v_texcoord3;
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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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#define s_tex Source
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#define v_color0 vec4(1.,1.,1.,1.)
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void main()
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{
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float a = texture(s_tex, v_texcoord0).a;
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float r = texture(s_tex, v_texcoord1).r;
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float g = texture(s_tex, v_texcoord2).g;
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float b = texture(s_tex, v_texcoord3).b;
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FragColor = vec4(r, g, b, a) * v_color0;
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}
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