mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
7f34fc7469
* clean up blurs * fix some paths and prune some dead presets * fix ntsc path
53 lines
1.1 KiB
Plaintext
53 lines
1.1 KiB
Plaintext
#version 450
|
|
|
|
// Kuwase Blur
|
|
// based on a shadertoy by Kubuxu
|
|
// https://www.shadertoy.com/view/Xl3XW7
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
vec4 reSample(float d, vec2 uv, sampler2D decal)
|
|
{
|
|
|
|
vec2 step1 = (vec2(d) + 0.5) * params.SourceSize.zw;
|
|
vec4 color = vec4(0.);
|
|
color += texture(decal, uv + step1) / 4.;
|
|
color += texture(decal, uv - step1) / 4.;
|
|
vec2 step2 = step1;
|
|
step2.x = -step2.x;
|
|
color += texture(decal, uv + step2) / 4.;
|
|
color += texture(decal, uv - step2) / 4.;
|
|
return color;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
FragColor = reSample(2., vTexCoord, Source);
|
|
} |