slang-shaders/misc/cocktail-cabinet.slang
2017-07-10 16:10:49 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float height;
float width;
float location;
} params;
#pragma parameter height "CocktailTable Image Height" 1.0 -3.0 3.0 0.01
#pragma parameter width "CocktailTable Image Width" 1.0 -3.0 3.0 0.05
#pragma parameter location "CocktailTable Image Separation" 0.0001 -2.0 2.0 0.001
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 vTexCoord1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = ((TexCoord.xy - vec2(0.5 - (params.location), 0.5)) * mat2x2(0.0, 1.0001 * (params.width), -2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
vTexCoord1 = ((TexCoord.xy - vec2(0.5 + (params.location), 0.5)) * mat2x2(0.0, -1.0001 * (params.width), 2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vTexCoord1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0) + vec4(texture(Source, vTexCoord1).rgb, 1.0);
}