mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
6f9cb5800f
Thought it's matured enough to deserve it's own release. - Delete old preset in preset folder; - Add crt-super-xbr new edition.
48 lines
1,016 B
Plaintext
48 lines
1,016 B
Plaintext
#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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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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#define GLOW_FALLOFF 0.35
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#define TAPS 4
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dx = 4.0 * global.SourceSize.z; // Mipmapped
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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