slang-shaders/test/nonfunctional/shaders/mame/mame_deconverge.slang
2019-03-27 16:28:59 -05:00

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "mame_parameters.inc"
vec3 ConvergeX = vec3(global.converge_x_r, global.converge_x_g, global.converge_x_b);
vec3 ConvergeY = vec3(global.converge_y_r, global.converge_y_g, global.converge_y_b);
vec3 RadialConvergeX = vec3(global.radial_conv_x_r, global.radial_conv_x_g, global.radial_conv_x_b);
vec3 RadialConvergeY = vec3(global.radial_conv_y_r, global.radial_conv_y_g, global.radial_conv_y_b);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec3 TexCoordX;
layout(location = 1) out vec3 TexCoordY;
void main()
{
gl_Position = global.MVP * Position;
// imaginary texel dimensions independed from screen dimension, but ratio
vec2 TexelDims = vec2(1.0f / 1024.);
TexCoordX = TexCoord.xxx;
TexCoordY = TexCoord.yyy;
// center coordinates
TexCoordX -= 0.5f;
TexCoordY -= 0.5f;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
vec2 radialConvergeOffset = vec2(2.0);
// radial converge
TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
// un-center coordinates
TexCoordX += 0.5f;
TexCoordY += 0.5f;
// linear converge
TexCoordX += ConvergeX * TexelDims.xxx;
TexCoordY += ConvergeY * TexelDims.yyy;
}
#pragma stage fragment
layout(location = 0) in vec3 TexCoordX;
layout(location = 1) in vec3 TexCoordY;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define DiffuseSampler Source
void main()
{
float r = texture(DiffuseSampler, vec2(TexCoordX.x, TexCoordY.x)).r;
float g = texture(DiffuseSampler, vec2(TexCoordX.y, TexCoordY.y)).g;
float b = texture(DiffuseSampler, vec2(TexCoordX.z, TexCoordY.z)).b;
FragColor = vec4(r, g, b, 1.0);
}