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vulkan: update example shaders
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4 changed files with 83 additions and 0 deletions
39
spa/plugins/vulkan/shaders/filter-color.comp
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39
spa/plugins/vulkan/shaders/filter-color.comp
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 p = fragCoord.xy/iResolution.xy;
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vec4 col = texture(iChannel0, p);
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//Desaturate
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if(p.x<.25)
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{
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col = vec4( (col.r+col.g+col.b)/3. );
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}
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//Invert
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else if (p.x<.5)
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{
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col = vec4(1.) - texture(iChannel0, p);
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}
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//Chromatic aberration
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else if (p.x<.75)
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{
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vec2 offset = vec2(.01,.0);
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col.r = texture(iChannel0, p+offset.xy).r;
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col.g = texture(iChannel0, p ).g;
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col.b = texture(iChannel0, p+offset.yx).b;
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}
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//Color switching
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else
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{
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col.rgb = texture(iChannel0, p).brg;
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}
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//Line
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if( mod(abs(p.x+.5/iResolution.y),.25)<0.5/iResolution.y )
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col = vec4(1.);
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fragColor = col;
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}
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44
spa/plugins/vulkan/shaders/filter.comp
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44
spa/plugins/vulkan/shaders/filter.comp
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#define WORKGROUP_SIZE 32
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layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
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layout(rgba32f, set = 0, binding = 0) uniform image2D resultImage;
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layout(set = 0, binding = 1) uniform sampler2D iChannel0;
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layout( push_constant ) uniform Constants {
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float time;
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int frame;
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int width;
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int height;
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} PushConstant;
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float iTime;
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int iFrame;
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vec3 iResolution;
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vec4 iMouse;
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void mainImage( out vec4 fragColor, in vec2 fragCoord );
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void main()
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{
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iTime = PushConstant.time;
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iFrame = PushConstant.frame;
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iResolution = vec3(float(PushConstant.width), float(PushConstant.height), 0.0);
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iMouse = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 coord = vec2(float(gl_GlobalInvocationID.x),
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iResolution.y - float(gl_GlobalInvocationID.y));
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vec4 outColor;
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if(coord.x >= iResolution.x || coord.y >= iResolution.y)
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return;
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mainImage(outColor, coord);
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), outColor);
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}
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//#include "smearcam.comp"
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#include "filter-color.comp"
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//#include "filter-ripple.comp"
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BIN
spa/plugins/vulkan/shaders/filter.spv
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BIN
spa/plugins/vulkan/shaders/filter.spv
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