mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
94 lines
2.7 KiB
Plaintext
94 lines
2.7 KiB
Plaintext
#version 450
|
|
#include "config.inc"
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 vCoordsAdapted;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
vCoordsAdapted = vTexCoord;
|
|
//override aspect?
|
|
if (DO_GAME_GEOM_OVERRIDE > 0.5)
|
|
vCoordsAdapted = content_geom_override(vCoordsAdapted, GAME_GEOM_ASPECT, get_in_aspect(), GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM);
|
|
|
|
vCoordsAdapted = zoomout_coords( vCoordsAdapted, BEZEL_RFL_ZOOM, 1.0);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 vCoordsAdapted;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 1) uniform sampler2D flick_and_noise_pass;
|
|
layout(set = 0, binding = 2) uniform sampler2D avglum_pass;
|
|
|
|
#include "includes/functions.include.slang"
|
|
#include "includes/blooms.include.slang"
|
|
|
|
float borders_gradient(vec2 co, float smoothness) {
|
|
//Draws a square with smooth borders:
|
|
float size = 1.0;
|
|
vec4 rect = vec4(0.0+smoothness, 0.0+smoothness, size - smoothness, size - smoothness);
|
|
vec2 hv = smoothstep(rect.xy - smoothness, rect.xy, co) * smoothstep(co - smoothness, co, rect.zw);
|
|
return hv.x * hv.y;
|
|
}
|
|
|
|
void main() {
|
|
|
|
if (DO_BEZEL == 0.0) return;
|
|
|
|
float skip_border = BEZEL_REFL_SKIP_SIZE;
|
|
if (vTexCoord.x > skip_border && vTexCoord.x < 1.0 - skip_border &&
|
|
vTexCoord.y > skip_border && vTexCoord.y < 1.0 - skip_border ) {
|
|
return;
|
|
}
|
|
|
|
vec2 coords = vCoordsAdapted;
|
|
|
|
if (DO_DYNZOOM == 1.0)
|
|
coords = zoom(coords, get_dyn_zoom(avglum_pass));
|
|
|
|
//eventually return black pixel
|
|
if (coords.y < 0.0 || coords.y > 1.0 || coords.x < 0.0 || coords.x > 1.0) {
|
|
FragColor = vec4(0.0);
|
|
return;
|
|
}
|
|
|
|
|
|
//Create a gradient near borders to modulate between blurrend and sharp refection.
|
|
float smoothness = 0.15;
|
|
vec2 coords_shade = zoom(vTexCoord,1.05);
|
|
float shade_sharp_blur = borders_gradient(coords_shade, smoothness);
|
|
//shade_sharp_blur = 1.05 - (shade_sharp_blur + BEZEL_RFL_BLR_SHD); //Modulates between sharp and blur via user parameter
|
|
|
|
shade_sharp_blur = shade_sharp_blur - (BEZEL_RFL_BLR_SHD - 0.2);
|
|
|
|
shade_sharp_blur=clamp(shade_sharp_blur, 0.0,1.0);
|
|
float blur_radius= (shade_sharp_blur) * 2.0 ;
|
|
float blur_quality = 1;
|
|
|
|
|
|
|
|
vec3 pixel_out = bloom(flick_and_noise_pass, coords, global.FinalViewportSize, vec2(blur_radius), blur_quality, 0.0, 1.0) ;
|
|
|
|
|
|
|
|
|
|
|
|
FragColor = vec4(pixel_out,shade_sharp_blur );
|
|
//FragColor = vec4(shade_sharp_blur );
|
|
|
|
}
|
|
|
|
|
|
|