mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
75 lines
2.1 KiB
Plaintext
75 lines
2.1 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
AGS-001 shader
|
|
A pristine recreation of the illuminated Game Boy Advance SP
|
|
Author: endrift
|
|
License: MPL 2.0
|
|
|
|
This Source Code Form is subject to the terms of the Mozilla Public
|
|
License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
|
*/
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} global;
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
float reflectionBrightness;
|
|
float reflectionDistanceX;
|
|
float reflectionDistanceY;
|
|
float lightBrightness;
|
|
}params;
|
|
|
|
#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
|
|
#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
|
|
#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005
|
|
#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01
|
|
|
|
#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;
|
|
|
|
const float speed = 2.0;
|
|
const float decay = 2.0;
|
|
const float coeff = 2.5;
|
|
|
|
void main()
|
|
{
|
|
vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
|
|
float sp = pow(speed, params.lightBrightness);
|
|
float dc = pow(decay, -params.lightBrightness);
|
|
float s = (sp - dc) / (sp + dc);
|
|
vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
|
|
radius = pow(abs(radius), vec2(4.0));
|
|
vec3 bleed = vec3(0.12, 0.14, 0.19);
|
|
bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
|
|
|
|
vec4 color = texture(Source, vTexCoord);
|
|
color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5)));
|
|
|
|
vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
|
|
color.rgb += reflection.rgb * params.reflectionBrightness;
|
|
color.a = 1.0;
|
|
FragColor = color;
|
|
|
|
}
|