mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
#version 450
|
|
|
|
// license:BSD-3-Clause
|
|
// copyright-holders:Ryan Holtz,ImJezze
|
|
//-----------------------------------------------------------------------------
|
|
// Defocus Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
#include "mame_parameters.inc"
|
|
|
|
#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;
|
|
|
|
#define DiffuseSampler Source
|
|
|
|
vec2 Defocus = vec2(global.defocus_x, global.defocus_y);
|
|
|
|
// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
|
|
// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
|
|
const vec2 CoordOffset8[8] =
|
|
vec2[8](
|
|
// 0.075x² + 0.225x + 0.25
|
|
vec2(-1.60f, 0.25f),
|
|
vec2(-1.00f, -0.55f),
|
|
vec2(-0.55f, 1.00f),
|
|
vec2(-0.25f, -1.60f),
|
|
vec2( 0.25f, 1.60f),
|
|
vec2( 0.55f, -1.00f),
|
|
vec2( 1.00f, 0.55f),
|
|
vec2( 1.60f, -0.25f)
|
|
);
|
|
|
|
void main()
|
|
{
|
|
// imaginary texel dimensions independed from source and target dimension
|
|
vec2 TexelDims = vec2(1.0f / 1024.0f);
|
|
|
|
vec2 DefocusTexelDims = Defocus * TexelDims;
|
|
|
|
vec3 texel = texture(DiffuseSampler, vTexCoord).rgb;
|
|
float samples = 1.0f;
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
texel += texture(DiffuseSampler, vTexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
|
|
samples += 1.0f;
|
|
}
|
|
|
|
FragColor = vec4(texel / samples, 1.0);
|
|
}
|