mirror of
https://github.com/italicsjenga/slang-shaders.git
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80 lines
2 KiB
Plaintext
80 lines
2 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Defocus Effect
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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 defocus_x;
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float defocus_y;
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} params;
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#pragma parameter defocus_x "Defocus X Axis" 0.0 0.0 10.0 0.1
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#pragma parameter defocus_y "Defocus Y Axis" 0.0 0.0 10.0 0.1
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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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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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#define DiffuseSampler Source
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vec2 Defocus = vec2(params.defocus_x, params.defocus_y);
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// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
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// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
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const vec2 CoordOffset8[8] =
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vec2[8](
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// 0.075x² + 0.225x + 0.25
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vec2(-1.60f, 0.25f),
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vec2(-1.00f, -0.55f),
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vec2(-0.55f, 1.00f),
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vec2(-0.25f, -1.60f),
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vec2( 0.25f, 1.60f),
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vec2( 0.55f, -1.00f),
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vec2( 1.00f, 0.55f),
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vec2( 1.60f, -0.25f)
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);
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void main()
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{
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// imaginary texel dimensions independed from source and target dimension
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vec2 TexelDims = vec2(1.0f / 1024.0f);
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vec2 DefocusTexelDims = Defocus * TexelDims;
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vec3 texel = texture(DiffuseSampler, vTexCoord).rgb;
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float samples = 1.0f;
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for (int i = 0; i < 8; i++)
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{
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texel += texture(DiffuseSampler, vTexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
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samples += 1.0f;
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}
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FragColor = vec4(texel / samples, 1.0);
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}
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