get rid of braid-rewind since slang doesn't support FrameDirection

This commit is contained in:
hunterk 2019-05-24 09:21:05 -05:00
parent b40ba3d4a2
commit 8cea816700
2 changed files with 0 additions and 71 deletions

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@ -1,5 +0,0 @@
shaders = 1
shader0 = shaders/braid-rewind.slang
filter_linear0 = false
scale_type_0 = source

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@ -1,66 +0,0 @@
#version 450
/*
Braid Rewind
Authors: hunterk, cgwg
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float FrameDirection
} 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;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
void main()
{
vec4 current = texture(Source, vTexCoord);
vec4 color =
texture(OriginalHistory7, vTexCoord) +
texture(OriginalHistory6, vTexCoord) +
texture(OriginalHistory5, vTexCoord) +
texture(OriginalHistory4, vTexCoord) +
texture(OriginalHistory3, vTexCoord) +
texture(OriginalHistory2, vTexCoord) +
texture(OriginalHistory1, vTexCoord) +
current;
vec4 sepia = vec4(1.0, 0.8, 0.6, 1.0);
if (global.FrameDirection < 0.0)
{
current = ((current + (color * 0.142857142857143)) * 0.5) * sepia;
}
FragColor = current;
}