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https://github.com/italicsjenga/slang-shaders.git
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74 lines
2.1 KiB
Plaintext
74 lines
2.1 KiB
Plaintext
#version 450
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/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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float AAOFFSET2;
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} params;
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#pragma parameter AAOFFSET2 "AA offset second pass" 0.5 0.25 2.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 texsize = params.SourceSize.xy;
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float dx = pow(texsize.x, -1.0) * params.AAOFFSET2;
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float dy = pow(texsize.y, -1.0) * params.AAOFFSET2;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec2 UL = vTexCoord.xy + vec2(-dx,-dy);
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vec2 UR = vTexCoord.xy + vec2(dx,-dy);
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vec2 DL = vTexCoord.xy + vec2(-dx, dy);
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vec2 DR = vTexCoord.xy + vec2(dx, dy);
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vec3 c00 = texture(Source, UL).xyz;
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vec3 c20 = texture(Source, UR).xyz;
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vec3 c02 = texture(Source, DL).xyz;
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vec3 c22 = texture(Source, DR).xyz;
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float m1=dot(abs(c00-c22),dt)+0.001;
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float m2=dot(abs(c02-c20),dt)+0.001;
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FragColor = vec4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0);
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} |