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https://github.com/italicsjenga/slang-shaders.git
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89 lines
2.2 KiB
Plaintext
89 lines
2.2 KiB
Plaintext
#version 450
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/*
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Author: Themaister
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License: Public domain
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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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float BEAD_HIGH, BEAD_LOW, scale_factor, BEAD_SHARP;
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} params;
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#pragma parameter scale_factor "Scale (0 = Auto)" 0.0 0.0 30.0 1.0
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int scale_factor = int(params.scale_factor);
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#pragma parameter BEAD_HIGH "Bead Outside Diameter" 0.45 0.0 1.0 0.01
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#define BEAD_HIGH params.BEAD_HIGH
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#pragma parameter BEAD_LOW "Bead Inside Diameter" 0.15 0.0 1.0 0.01
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#define BEAD_LOW params.BEAD_LOW
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#pragma parameter BEAD_SHARP "Bead Sharpness" 6.0 1.0 20.0 1.0
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#define BEAD_SHARP params.BEAD_SHARP
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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 vec2 vTexCoord;
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layout(location = 1) out vec2 pixel_no;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 box_scale = (scale_factor == 0) ? floor(params.OutputSize.xy * params.SourceSize.zw) : vec2(scale_factor);
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box_scale = vec2(min(box_scale.x, box_scale.y));
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vec2 scale = (params.OutputSize.xy * params.SourceSize.zw) / box_scale;
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vec2 middle = vec2(0.5);
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vec2 diff = TexCoord - middle;
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vTexCoord = middle + diff * scale;
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pixel_no = vTexCoord * params.SourceSize.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pixel_no;
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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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float dist(vec2 coord, vec2 source)
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{
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vec2 delta = coord - source;
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return sqrt(dot(delta, delta));
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}
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float rolloff(float len)
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{
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return exp(-BEAD_SHARP * len);
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}
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vec3 lookup(vec2 pixel_no, vec3 color)
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{
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float delta = dist(fract(pixel_no), vec2(0.5, 0.5));
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if (delta > BEAD_LOW && delta < BEAD_HIGH)
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return color;
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else if (delta >= BEAD_HIGH)
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return color * rolloff(delta - BEAD_HIGH);
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else if (delta <= BEAD_LOW)
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return color * rolloff(BEAD_LOW - delta);
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else
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return vec3(0.0, 0.0, 0.0);
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}
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#define TEX(coord) texelFetch(Source, ivec2(coord*params.SourceSize.xy),0).rgb
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void main()
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{
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vec3 mid_color = lookup(pixel_no, TEX(vTexCoord));
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FragColor = vec4(mid_color, 1.0);
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}
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