61 lines
1.4 KiB
GLSL
61 lines
1.4 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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float shockMagnitude;
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}params;
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#pragma parametershockMagnitude¡0.00.04.00.1
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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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vec3 ones = vec3(1.0, 1.0, 1.0);
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void main()
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{
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vec3 inc = vec3(params . OutputSize . zw, 0.0);
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vec3 curCol = texture(Source, vTexCoord). xyz;
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vec3 upCol = texture(Source, vTexCoord + inc . zy). xyz;
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vec3 downCol = texture(Source, vTexCoord - inc . zy). xyz;
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vec3 rightCol = texture(Source, vTexCoord + inc . xz). xyz;
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vec3 leftCol = texture(Source, vTexCoord - inc . xz). xyz;
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vec3 Convexity = 4.0 * curCol - rightCol - leftCol - upCol - downCol;
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vec2 Diffusion = vec2(dot((rightCol - leftCol)* Convexity, ones),
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dot((upCol - downCol)* Convexity, ones));
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Diffusion *= params . shockMagnitude /(length(Diffusion)+ 0.00001);
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curCol +=(Diffusion . x > 0 ? Diffusion . x * rightCol :
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- Diffusion . x * leftCol)+
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(Diffusion . y > 0 ? Diffusion . y * upCol :
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- Diffusion . y * downCol);
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FragColor = vec4(curCol /(1 + dot(abs(Diffusion), ones . xy)), 1.0);
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}
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