mirror of
https://github.com/italicsjenga/slang-shaders.git
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77 lines
2.2 KiB
Plaintext
77 lines
2.2 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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} params;
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#include "mame_parameters.inc"
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vec3 ConvergeX = vec3(global.converge_x_r, global.converge_x_g, global.converge_x_b);
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vec3 ConvergeY = vec3(global.converge_y_r, global.converge_y_g, global.converge_y_b);
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vec3 RadialConvergeX = vec3(global.radial_conv_x_r, global.radial_conv_x_g, global.radial_conv_x_b);
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vec3 RadialConvergeY = vec3(global.radial_conv_y_r, global.radial_conv_y_g, global.radial_conv_y_b);
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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 vec3 TexCoordX;
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layout(location = 1) out vec3 TexCoordY;
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void main()
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{
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gl_Position = global.MVP * Position;
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// imaginary texel dimensions independed from screen dimension, but ratio
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vec2 TexelDims = vec2(1.0f / 1024.);
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TexCoordX = TexCoord.xxx;
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TexCoordY = TexCoord.yyy;
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// center coordinates
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TexCoordX -= 0.5f;
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TexCoordY -= 0.5f;
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// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
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vec2 radialConvergeOffset = vec2(2.0);
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// radial converge
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TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
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TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
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// un-center coordinates
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TexCoordX += 0.5f;
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TexCoordY += 0.5f;
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// linear converge
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TexCoordX += ConvergeX * TexelDims.xxx;
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TexCoordY += ConvergeY * TexelDims.yyy;
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}
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#pragma stage fragment
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layout(location = 0) in vec3 TexCoordX;
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layout(location = 1) in vec3 TexCoordY;
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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 DiffuseSampler Source
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void main()
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{
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float r = texture(DiffuseSampler, vec2(TexCoordX.x, TexCoordY.x)).r;
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float g = texture(DiffuseSampler, vec2(TexCoordX.y, TexCoordY.y)).g;
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float b = texture(DiffuseSampler, vec2(TexCoordX.z, TexCoordY.z)).b;
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FragColor = vec4(r, g, b, 1.0);
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}
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