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https://github.com/italicsjenga/slang-shaders.git
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133 lines
3.4 KiB
Plaintext
133 lines
3.4 KiB
Plaintext
#version 450
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/*
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Gaussian blur - horizontal pass, dynamic range, resizable
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Copyright (C) 2020-2023 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 LinearizePassSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float SIZEH;
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float SIGMA_H;
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float m_glow;
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float m_glow_cutoff;
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float m_glow_low;
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float m_glow_high;
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float m_glow_dist;
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float m_glow_mask;
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} params;
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#pragma parameter bogus_mglow "[ MAGIC GLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter m_glow " Ordinary Glow / Magic Glow" 0.0 0.0 1.0 1.0
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#define m_glow params.m_glow
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#pragma parameter m_glow_cutoff " Magic Glow Cutoff" 0.12 0.0 0.4 0.01
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#define m_glow_cutoff params.m_glow_cutoff
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#pragma parameter m_glow_low " Magic Glow Low Strength" 0.35 0.0 7.0 0.05
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#pragma parameter m_glow_high " Magic Glow High Strength" 5.0 0.0 7.0 0.10
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#pragma parameter m_glow_dist " Magic Glow Distribution" 1.0 0.20 4.0 0.05
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#pragma parameter m_glow_mask " Magic Glow Mask Strength" 1.0 0.0 2.0 0.025
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#pragma parameter bogus_glow "[ GLOW PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter SIZEH " Horizontal Glow Radius" 6.0 1.0 50.0 1.0
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#define SIZEH params.SIZEH
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#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.05
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#define SIGMA_H params.SIGMA_H
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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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} 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 LinearizePass;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
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float gaussian(float x)
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{
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return exp(-x*x*invsqrsigma);
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}
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vec3 plant (vec3 tar, float r)
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{
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float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
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return tar * r / t;
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}
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void main()
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{
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vec4 SourceSize1 = params.OriginalSize;
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float f = fract(SourceSize1.x * vTexCoord.x);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
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vec3 color = vec3(0.0);
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vec2 dx = vec2(SourceSize1.z, 0.0);
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float w;
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float wsum = 0.0;
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vec3 pixel;
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float n = -SIZEH;
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do
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{
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pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
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if (m_glow > 0.5)
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{
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pixel = max(pixel-m_glow_cutoff, 0.0);
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pixel = plant(pixel, max(max(max(pixel.r,pixel.g),pixel.b)-m_glow_cutoff,0.0));
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}
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w = gaussian(n+f);
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color = color + w * pixel;
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wsum = wsum + w;
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n = n + 1.0;
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} while (n <= SIZEH);
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color = color / wsum;
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FragColor = vec4(color, 1.0);
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} |