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https://github.com/italicsjenga/slang-shaders.git
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53 lines
1.4 KiB
Plaintext
53 lines
1.4 KiB
Plaintext
#version 450
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// Sunset Gaussian - Vertical Pass
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// by torridgristle
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// license: public domain
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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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} params;
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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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layout(location = 1) out vec2 blurCoordinates[5];
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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;
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blurCoordinates[0] = vTexCoord.xy;
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blurCoordinates[1] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,1.407333);
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blurCoordinates[2] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,1.407333);
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blurCoordinates[3] = vTexCoord.xy + params.OutputSize.zw * vec2(0.,3.294215);
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blurCoordinates[4] = vTexCoord.xy - params.OutputSize.zw * vec2(0.,3.294215);
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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 vec2 blurCoordinates[5];
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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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vec4 sum = vec4(0.0);
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sum += texture(Source, blurCoordinates[0]) * 0.204164;
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sum += texture(Source, blurCoordinates[1]) * 0.304005;
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sum += texture(Source, blurCoordinates[2]) * 0.304005;
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sum += texture(Source, blurCoordinates[3]) * 0.093913;
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sum += texture(Source, blurCoordinates[4]) * 0.093913;
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FragColor = sum;
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} |