mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
47 lines
1.5 KiB
Plaintext
47 lines
1.5 KiB
Plaintext
#version 450
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#include "config.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 = 3) uniform sampler2D FXAA_pass;
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layout(set = 0, binding = 4) uniform sampler2D first_pass;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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// Blur sizes must not depend on input resolution
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#define scalemod_x (params.OutputSize.x/360.0)
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#define scalemod_y (params.OutputSize.y/270.0)
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// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
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// shamlessly hidden into an include:
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#include "includes/pixel_glows.include.slang"
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void main() {
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if (DO_IN_GLOW == 0.0) return;
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vec3 pixel_glowed;
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if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0)
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pixel_glowed = pixel_glow(shift_and_bleed_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
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else if (DO_FXAA > 0.0)
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pixel_glowed = pixel_glow(FXAA_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
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else
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pixel_glowed = pixel_glow(first_pass, IN_GLOW_WH,IN_GLOW_WH,IN_GLOW_POWER,IN_GLOW_GAMMA,vTexCoord, params.OutputSize, params.OutputSize).rgb;
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FragColor = vec4((pixel_glowed),1.0);
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}
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