mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
94 lines
2.5 KiB
Plaintext
94 lines
2.5 KiB
Plaintext
#version 450
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#include "config.inc"
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#include "includes/functions.include.slang"
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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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layout(location = 1) out vec2 vHALO_SHARPNESS;
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layout(location = 2) out float vHALO_POWER;
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vec2 radius_blur_adapt(vec2 bsize){
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vec2 r;
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r.x = bsize.x / SCALEMOD_X;
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r.y = r.x * get_in_aspect();
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return r;
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}
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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//Adapt to the old params range
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vHALO_SHARPNESS = vec2(GLOW_SHARP_MAX - HALO_SHARPNESS);
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vHALO_SHARPNESS = vHALO_SHARPNESS/6.0;
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//20..1 10...2 prova 5..3
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//Correct aspect
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vHALO_SHARPNESS = radius_blur_adapt(vHALO_SHARPNESS);
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if (HALO_POWER >= 0.0)
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vHALO_POWER = HALO_POWER;
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else
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vHALO_POWER = -HALO_POWER/10.0;
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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 = 1) in vec2 vHALO_SHARPNESS;
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layout(location = 2) in float vHALO_POWER;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 4) uniform sampler2D Source;
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vec3 blur_px(sampler2D smp, vec2 co, vec2 r, vec4 sourcesize) {
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vec3 c=vec3(0.0);
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float c1 = 0.75;
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float c2 = 1.25;
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//c1=1.0;
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//c2=1.0;
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c += texture(smp, co + vec2(0.0, 1.0) * r).rgb * c1;
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c += texture(smp, co + vec2(0.7071, 0.7071) * r).rgb * c2;
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c += texture(smp, co + vec2(1.0, 0.0) * r).rgb * c1 ;
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c += texture(smp, co + vec2(0.7071, -0.7071) * r).rgb * c2;
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c += texture(smp, co + vec2(0.0, -1.0) * r).rgb * c1;
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c += texture(smp, co + vec2(-0.7071, -0.7071) * r).rgb * c2;
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c += texture(smp, co + vec2(-1.0, 0.0) * r).rgb * c1;
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c += texture(smp, co + vec2(-0.7071, 0.7071) * r).rgb * c2;
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//vec3 c0 = texture(smp, co + vec2(0.0, 0.0) * r).rgb;
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//return min(c0, c/8.0);
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return c/8.0;
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}
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void main() {
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if (DO_HALO == 0.0 ) return;
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//Pass the right texture unchanged for tighter blurs:
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if (HALO_SHARPNESS >= GLOW_SHARP_MAX) {
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FragColor = vec4( pow(texture(Source, vTexCoord).rgb * vHALO_POWER, vec3(HALO_GAMMA_OUT)), 1.0) ;
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return;
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}
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//pixel_haloed = blur5_x(Source, vTexCoord, params.SourceSize.xy, vHALO_SHARPNESS, 0.0);
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vec3 pixel_haloed = blur_px(Source, vTexCoord, vHALO_SHARPNESS, params.SourceSize) * vHALO_POWER;
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pixel_haloed = pow(pixel_haloed, vec3(HALO_GAMMA_OUT));
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FragColor = vec4(pixel_haloed.rgb, 1.0);
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}
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