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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* Copyright (c) 2024, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
precision highp float;
layout(set = 0, binding = 1) uniform sampler2D color_sampler;
layout(location = 0) in vec2 in_uv;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 0) uniform PostprocessingUniform
{
float sin_elapsed_time;
}
postprocessing_uniform;
#define SCALE 0.002
#define RED_OFFSET 3
#define GREEN_OFFSET -1
#define BLUE_OFFSET 2
void main(void)
{
o_color = vec4(1.0);
const vec2 center_coord = vec2(0.5);
const vec2 direction = (in_uv - center_coord) * postprocessing_uniform.sin_elapsed_time * SCALE;
o_color.r = texture(color_sampler, in_uv - (direction * vec2(RED_OFFSET))).r;
o_color.g = texture(color_sampler, in_uv - (direction * vec2(GREEN_OFFSET))).g;
o_color.b = texture(color_sampler, in_uv - (direction * vec2(BLUE_OFFSET))).b;
}
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#version 450
/* Copyright (c) 2020-2024, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
precision highp float;
layout(set = 0, binding = 1) uniform sampler2D depth_sampler;
layout(set = 0, binding = 2) uniform sampler2D color_sampler;
layout(location = 0) in vec2 in_uv;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 0) uniform PostprocessingUniform
{
vec2 near_far;
} postprocessing_uniform;
float linearizeDepth(float depth, float near, float far)
{
return near * far / (far + depth * (near - far));
}
float getDepth(ivec2 offset)
{
float depth;
depth = texelFetch(depth_sampler, ivec2(gl_FragCoord.xy) + offset, 0).r;
return linearizeDepth(depth, postprocessing_uniform.near_far.x, postprocessing_uniform.near_far.y);
}
void main(void)
{
vec4 color = texture(color_sampler, in_uv);
float depth = getDepth(ivec2(0, 0));
vec3 outline_color = vec3(0.0, 0.0, 0.0);
int thickness = 2;
float outline = depth - getDepth(ivec2(-thickness, 0));
outline += depth - getDepth(ivec2(0, thickness));
outline += depth - getDepth(ivec2(thickness, 0));
outline += depth - getDepth(ivec2(0, -thickness));
o_color.rgb = mix(color.rgb, outline_color, clamp(outline, 0.0, 1.0));
}
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#version 450
/* Copyright (c) 2020-2024, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
precision highp float;
layout(set = 0, binding = 1) uniform sampler2DMS ms_depth_sampler;
layout(set = 0, binding = 2) uniform sampler2D color_sampler;
layout(location = 0) in vec2 in_uv;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 0) uniform PostprocessingUniform
{
vec2 near_far;
} postprocessing_uniform;
float linearizeDepth(float depth, float near, float far)
{
return near * far / (far + depth * (near - far));
}
float getDepth(ivec2 offset)
{
float depth;
depth = texelFetch(ms_depth_sampler, ivec2(gl_FragCoord.xy) + offset, 0).r;
return linearizeDepth(depth, postprocessing_uniform.near_far.x, postprocessing_uniform.near_far.y);
}
void main(void)
{
vec4 color = texture(color_sampler, in_uv);
float depth = getDepth(ivec2(0, 0));
vec3 outline_color = vec3(0.0, 0.0, 0.0);
int thickness = 2;
float outline = depth - getDepth(ivec2(-thickness, 0));
outline += depth - getDepth(ivec2(0, thickness));
outline += depth - getDepth(ivec2(thickness, 0));
outline += depth - getDepth(ivec2(0, -thickness));
o_color.rgb = mix(color.rgb, outline_color, clamp(outline, 0.0, 1.0));
}
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#version 320 es
/* Copyright (c) 2020, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout (location = 0) out vec2 outUV;
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}
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