RetroArch-Wii-U-Slang-Shaders/anti-aliasing/shaders/shock.frag
2020-04-26 18:03:54 -05:00

61 lines
1.4 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float shockMagnitude;
}params;
#pragma parametershockMagnitude¡0.00.04.00.1
layout(std140) uniform UBO
{
mat4 MVP;
}global;
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
vec3 ones = vec3(1.0, 1.0, 1.0);
void main()
{
vec3 inc = vec3(params . OutputSize . zw, 0.0);
vec3 curCol = texture(Source, vTexCoord). xyz;
vec3 upCol = texture(Source, vTexCoord + inc . zy). xyz;
vec3 downCol = texture(Source, vTexCoord - inc . zy). xyz;
vec3 rightCol = texture(Source, vTexCoord + inc . xz). xyz;
vec3 leftCol = texture(Source, vTexCoord - inc . xz). xyz;
vec3 Convexity = 4.0 * curCol - rightCol - leftCol - upCol - downCol;
vec2 Diffusion = vec2(dot((rightCol - leftCol)* Convexity, ones),
dot((upCol - downCol)* Convexity, ones));
Diffusion *= params . shockMagnitude /(length(Diffusion)+ 0.00001);
curCol +=(Diffusion . x > 0 ? Diffusion . x * rightCol :
- Diffusion . x * leftCol)+
(Diffusion . y > 0 ? Diffusion . y * upCol :
- Diffusion . y * downCol);
FragColor = vec4(curCol /(1 + dot(abs(Diffusion), ones . xy)), 1.0);
}