mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
57 lines
1.2 KiB
Plaintext
Executable file
57 lines
1.2 KiB
Plaintext
Executable file
#version 450
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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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} params;
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#include "params.inc"
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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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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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#include "frag_funcs.inc"
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void main()
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{
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vec4 bloom = vec4(0.);
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vec4 tempbloom = vec4(0.);
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vec2 bloomuv = vec2(0.);
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const vec2 offset[4] = {
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vec2(1.0, 1.0),
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vec2(1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, -1.0)
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};
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for (int i = 0; i < 4; i++)
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{
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bloomuv = offset[i] * PixelSize * 2.;
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bloomuv += vTexCoord.xy;
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tempbloom = textureLod(BackBuffer, vec2(bloomuv.xy), 0.);
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tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold);
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tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold));
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bloom += tempbloom;
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}
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bloom *= 0.25;
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FragColor = bloom;
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} |