slang-shaders/bezel/koko-aio/shaders/old_unused/in_glow.slang
2022-12-05 18:48:10 -06:00

69 lines
1.9 KiB
Plaintext

#version 450
#include "config.inc"
#define eps 1e-8
#define pi 3.141592654
// Blur sizes must not depend on input resolution
#define scalemod_x (params.SourceSize.x/360.0)
#define scalemod_y (params.SourceSize.y/270.0)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 vOutputCoord;
#include "functions.include"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ; //get_scaled_coords(TexCoord);
vOutputCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 vOutputCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D FXAA_pass;
layout(set = 0, binding = 3) uniform sampler2D doublesize_pass;
// What follows is an ugly optimization with a lot of code copied and pasted repeated multiple times,
// shamlessly hidden into an include:
#include "pixel_glows.slang"
#include "functions.include"
vec4 main_wrap(void) {
//Halo
vec2 in_glow_coords = vTexCoord;
if (DO_CURVATURE == 1.0) {
if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
in_glow_coords = Warp(vTexCoord,GEOM_WARP_X,GEOM_WARP_Y);
}
vec3 pixel_glowed;
if (DO_FXAA == 1.0)
pixel_glowed = pixel_glow(FXAA_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
else
pixel_glowed = pixel_glow(doublesize_pass, in_glow_wh,in_glow_wh,in_glow_power,in_glow_gamma,in_glow_coords, global.FXAA_passSize, global.FXAA_passSize).rgb;
return vec4(pixel_glowed.rgb,1.0);
//Out
return vec4(vec3(0.0),1.0);
}
void main() {
if (DO_IN_GLOW == 1.0 ) {
FragColor = main_wrap();
} else {
return;
}
}