mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
55 lines
1.2 KiB
Plaintext
55 lines
1.2 KiB
Plaintext
#version 450
|
|
|
|
#include "common.inc"
|
|
#include "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 = 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;
|
|
|
|
vec3 invgamma(vec3 v)
|
|
{
|
|
return pow(clamp(v, vec3(0.0), vec3(1.0)), vec3(1.0 / global.OUT_GAMMA));
|
|
}
|
|
|
|
float luma(vec3 col)
|
|
{
|
|
return dot(col, vec3(0.29, 0.60, 0.11));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec2 tex = vTexCoord * global.SourceSize.xy;
|
|
|
|
float fraction = fract(tex.y) - 0.5;
|
|
tex.y = floor(tex.y) + 0.5;
|
|
tex = tex * global.SourceSize.zw;
|
|
|
|
#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
|
|
vec3 l0 = TEX(0, -1);
|
|
vec3 l1 = TEX(0, 0);
|
|
vec3 l2 = TEX(0, 1);
|
|
|
|
vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (fraction + vec3(+1.0, 0.0, -1.0));
|
|
dist = exp2(-dist * dist);
|
|
|
|
vec3 color =
|
|
dist.x * l0 +
|
|
dist.y * l1 +
|
|
dist.z * l2;
|
|
|
|
FragColor = vec4(invgamma(global.BOOST * color), 1.0);
|
|
}
|