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https://github.com/italicsjenga/slang-shaders.git
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64 lines
1.7 KiB
Plaintext
64 lines
1.7 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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// Downsample 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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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 vec4 TexCoord01;
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layout(location = 1) out vec4 TexCoord23;
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const vec2 Coord0Offset = vec2(-0.5f, -0.5f);
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const vec2 Coord1Offset = vec2( 0.5f, -0.5f);
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const vec2 Coord2Offset = vec2(-0.5f, 0.5f);
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const vec2 Coord3Offset = vec2( 0.5f, 0.5f);
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 HalfTargetTexelDims = 0.5 * params.SourceSize.zw;
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TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
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TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
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TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
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TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
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}
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#pragma stage fragment
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layout(location = 0) in vec4 TexCoord01;
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layout(location = 1) in vec4 TexCoord23;
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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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vec3 texel0 = texture(DiffuseSampler, TexCoord01.xy).rgb;
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vec3 texel1 = texture(DiffuseSampler, TexCoord01.zw).rgb;
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vec3 texel2 = texture(DiffuseSampler, TexCoord23.xy).rgb;
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vec3 texel3 = texture(DiffuseSampler, TexCoord23.zw).rgb;
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vec3 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
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FragColor = vec4(outTexel, 1.0);
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}
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