35 lines
901 B
GLSL
35 lines
901 B
GLSL
#version 450
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layout(set = 3, binding = 0) uniform Viewport {
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ivec2 view;
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};
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layout(set = 2, binding = 0) uniform sampler2D tx;
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const float PX_RANGE = 4.0f;
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layout(location = 0) in vec2 uv;
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layout(location = 1) in vec4 color;
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layout(location = 0) out vec4 fragColor;
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float screen_px_range(vec2 uv) {
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vec2 unit_range = vec2(PX_RANGE)/vec2(textureSize(tx, 0));
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vec2 texel_size = vec2(1.0)/fwidth(uv);
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return max(0.5*dot(unit_range, texel_size), 1.0);
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}
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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ivec2 ts = textureSize(tx, 0);
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vec2 fts = vec2(float(ts.x), float(ts.y));
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vec2 real_uv = uv / fts;
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vec3 msd = texture(tx, real_uv).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float distance = screen_px_range(real_uv)*(sd - 0.5);
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float opacity = clamp(distance + 0.5, 0.0, 1.0);
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fragColor = color * opacity;
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} |