Files
42_vox/Resources/Shaders/PostProcess.nzsl

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[nzsl_version("1.0")]
module;
struct VertOut
{
[location(0)] uv: vec2[f32],
[builtin(frag_coord)] fragcoord: vec4[f32],
}
struct FragOut
{
[location(0)] color: vec4[f32]
}
[layout(std140)]
struct Data
{
inv_res: vec2[f32],
underwater: i32,
}
external
{
[set(0), binding(0)] u_texture: sampler2D[f32],
[set(0), binding(1)] u_depth: sampler2D[f32],
[set(0), binding(2)] u_data: uniform[Data],
}
fn Mixf32(a: f32, b: f32, t: f32) -> f32
{
return a + (b - a) * t;
}
fn MixVec4f32(a: vec4[f32], b: vec4[f32], t: f32) -> vec4[f32]
{
return vec4[f32](
Mixf32(a.x, b.x, t),
Mixf32(a.y, b.y, t),
Mixf32(a.z, b.z, t),
Mixf32(a.w, b.w, t)
);
}
option EnableDepthOfField: bool = false;
fn SampleDepthOfField(uv: vec2[f32], depth: f32) -> vec4[f32]
{
const focal_depth: f32 = 0.5;
const focal_range: f32 = 0.15;
const blur_amount: f32 = 0.0005;
const samples: i32 = 16;
let blur: f32 = clamp(abs(depth - focal_depth) / focal_range, 0.0, 1.0) * blur_amount;
let color = vec4[f32](0.0, 0.0, 0.0, 1.0);
for i in 0 -> samples
{
let angle: f32 = f32(i) * 3.14159265 * 2.0 / f32(samples);
let offset: vec2[f32] = vec2[f32](cos(angle), sin(angle)) * blur;
color += u_texture.Sample(uv + offset);
}
return color / f32(samples);
}
option EnableRadialBlur: bool = true;
fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
{
const center = vec2[f32](0.5, 0.5);
const blur_strength: f32 = 0.01;
const samples: i32 = 16;
const fade_start: f32 = -0.1;
let dir: vec2[f32] = uv - center;
let dist: f32 = length(dir);
let dynamic_strength: f32 = blur_strength * dist;
let step: vec2[f32] = dir * dynamic_strength / f32(samples);
let accum_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.0, 0.0);
let sample_uv: vec2[f32] = uv;
for i in 0 -> samples
{
accum_color += u_texture.Sample(sample_uv);
sample_uv -= step;
}
let color = accum_color / f32(samples);
let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start), 0.0, 1.0);
return color * (1.0 - fade);
}
[entry(frag)]
fn main(input: VertOut) -> FragOut
{
let depth: f32 = u_depth.Sample(input.uv).r;
let output: FragOut;
const if(EnableDepthOfField)
output.color = SampleDepthOfField(input.uv, depth);
else
output.color = u_texture.Sample(input.uv);
const if(EnableRadialBlur)
output.color = SampleRadialBlur(input.uv);
if(u_data.underwater != 0)
{
const fog_near: f32 = 0.9;
const fog_far: f32 = 1.0;
const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0);
let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near);
fog_factor = clamp(fog_factor, 0.0, 1.0);
output.color = MixVec4f32(fog_color, output.color, fog_factor);
}
output.color.w = 1.0;
return output;
}