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https://github.com/italicsjenga/slang-shaders.git
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e585d6cb3d
The braid-rewind shader won't compile because it relies on 'global.FrameDirection', meant to be the counterpart to Cg's IN.frame_direction.
43 lines
1 KiB
Plaintext
43 lines
1 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float mixfactor;
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} param;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
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void main()
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{
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vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
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vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
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vec4 mixed = (1.0 - param.mixfactor) * current + param.mixfactor * fdback;
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FragColor = pow(mixed, vec4(1.0 / 2.2));
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}
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