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Add a response time shader to /motionblur
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motionblur/response-time.slangp
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motionblur/response-time.slangp
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shaders = 1
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shader0 = shaders/response-time.slang
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filter_linear0 = false
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scale_type_0 = source
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motionblur/shaders/response-time.slang
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motionblur/shaders/response-time.slang
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#version 450
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/*
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Response Time
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Based on the response time function from Harlequin's Game Boy and LCD shaders
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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layout(push_constant) uniform Push
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{
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float response_time;
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} params;
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// Simulate response time
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// Higher values result in longer color transition periods - [0, 1]
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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// Frame sampling definitions
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#define curr_rgb texture(Source, vTexCoord).rgb
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#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb
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#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb
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#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb
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#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb
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#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb
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#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb
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#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb
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void main()
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{
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// Sample color from the current and previous frames, apply response time modifier
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// Response time effect implmented through an exponential dropoff algorithm
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vec3 input_rgb = curr_rgb;
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input_rgb += (prev0_rgb - input_rgb) * params.response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(params.response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(params.response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(params.response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(params.response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(params.response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(params.response_time, 7.0);
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FragColor = vec4(input_rgb, 0.0);
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}
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