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

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1.6 KiB
Text

#version 450
layout(push_constant)uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float shockMagnitude;
} params;
#pragma parametershockMagnitude¡0.00.04.00.1
layout(std140, set = 0, binding = 0)uniform UBO
{
mat4 MVP;
} global;
#pragma stagevertex
layout(location = 0)in vec4 Position;
layout(location = 1)in vec2 TexCoord;
layout(location = 0)out vec2 vTexCoord;
void main()
{
gl_Position = global . MVP * Position;
vTexCoord = TexCoord;
}
#pragma stagefragment
layout(location = 0)in vec2 vTexCoord;
layout(location = 0)out vec4 FragColor;
layout(set = 0, binding = 2)uniform sampler2D Source;
const 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);
}