mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
44 lines
991 B
Plaintext
44 lines
991 B
Plaintext
#version 450
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#include "common.inc"
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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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void main()
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{
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float u = vTexCoord.x * global.SourceSize.x - 0.5;
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float a = fract(u);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
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vec3 i0 = TEX(-1, 0);
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vec3 i1 = TEX( 0, 0);
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vec3 i2 = TEX(+1, 0);
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vec3 i3 = TEX(+2, 0);
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float a2 = a * a;
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float a3 = a2 * a;
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vec3 color = i1 +
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(i2 - i0) * 0.5 * a +
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(i0 - (2.5 * i1) + (2.0 * i2) - (0.5 * i3)) * a2 +
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((i3 - i0) + 3.0 * (i1 - i2)) * 0.5 * a3;
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FragColor = vec4(color, 1.0);
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}
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