mirror of
https://github.com/libretro/slang-shaders.git
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57 lines
1.5 KiB
Plaintext
57 lines
1.5 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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 Source;
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vec4 blur(vec2 uv, vec2 TexelSize, vec2 Direction)
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{
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vec4 c = vec4(0.0);
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c += texture(Source, uv + (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv + (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv + (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv + (TexelSize*Direction*3.5))*9.0;
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c += texture(Source, uv + (TexelSize*Direction*4.5))*0.01;
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c += texture(Source, uv - (TexelSize*Direction*.5))*0.49;
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c += texture(Source, uv - (TexelSize*Direction*1.5))*0.33;
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c += texture(Source, uv - (TexelSize*Direction*2.5))*0.14;
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c += texture(Source, uv - (TexelSize*Direction*3.5))*0.04;
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c += texture(Source, uv - (TexelSize*Direction*4.5))*0.01;
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return c/2.0;
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}
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void main()
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{
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vec2 uv = vTexCoord.xy;
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vec2 TexelSize = params.SourceSize.zw;
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vec2 DirectionH = vec2(1.0, 0.0);
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vec4 cH = blur(uv, TexelSize, DirectionH);
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FragColor = cH;
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} |