101 lines
1.7 KiB
GLSL
101 lines
1.7 KiB
GLSL
#version 150
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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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) uniform UBO
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{
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mat4 MVP;
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}global;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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uniform sampler2D Source;
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void main()
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{
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vec3 outcolor = texture(Source, vTexCoord). rgb;
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vec2 pixel;
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pixel . x = params . SourceSize . z;
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pixel . y = params . SourceSize . w;
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vec3 pixel1 = texture(Source, vTexCoord + vec2((pixel . x), 0)). rgb;
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vec3 pixel2 = texture(Source, vTexCoord + vec2(- pixel . x, 0)). rgb;
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vec3 pixelblend;
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{
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vec3 pixeldiff;
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vec3 pixelmake;
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vec3 pixeldiffleft;
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pixelmake . rgb = vec3(0.0);
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pixeldiff . rgb = pixel2 . rgb - outcolor . rgb;
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pixeldiffleft . rgb = pixel1 . rgb - outcolor . rgb;
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if(pixeldiff . r > 0.04)pixeldiff . r = 0.04;
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if(pixeldiff . g >(0.04 / 2))pixeldiff . g =(0.04 / 2);
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if(pixeldiff . b > 0.04)pixeldiff . b = 0.04;
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if(pixeldiff . r < - 0.04)pixeldiff . r = - 0.04;
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if(pixeldiff . g < -(0.04 / 2))pixeldiff . g = -(0.04 / 2);
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if(pixeldiff . b < - 0.04)pixeldiff . b = - 0.04;
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if(pixeldiffleft . r > 0.04)pixeldiffleft . r = 0.04;
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if(pixeldiffleft . g >(0.04 / 2))pixeldiffleft . g =(0.04 / 2);
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if(pixeldiffleft . b > 0.04)pixeldiffleft . b = 0.04;
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if(pixeldiffleft . r < - 0.04)pixeldiffleft . r = - 0.04;
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if(pixeldiffleft . g < -(0.04 / 2))pixeldiffleft . g = -(0.04 / 2);
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if(pixeldiffleft . b < - 0.04)pixeldiffleft . b = - 0.04;
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pixelmake . rgb =(pixeldiff . rgb / 4)+(pixeldiffleft . rgb / 16);
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outcolor . rgb =(outcolor . rgb + pixelmake . rgb);
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}
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FragColor = vec4(outcolor, 1.0);
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}
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