RetroArch/gfx/drivers/d3d_shaders/bokeh_sm4.hlsl.h

42 lines
1.4 KiB
C

#define SRC(...) #__VA_ARGS__
SRC(
struct UBO
{
float4x4 modelViewProj;
float2 OutputSize;
float time;
};
uniform UBO global;
float4 VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0) : SV_POSITION
{
return mul(global.modelViewProj, position);
}
float4 PSMain(float4 position : SV_POSITION) : SV_TARGET
{
float speed = global.time * 4.0;
float2 uv = -1.0 + 2.0 * position.xy / global.OutputSize;
uv.x *= global.OutputSize.x / global.OutputSize.y;
float3 color = float3(0.0, 0.0, 0.0);
for( int i=0; i < 8; i++ )
{
float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5;
float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
float pox = sin(float(i) * 321.55 + 4.1) * global.OutputSize.x / global.OutputSize.y;
float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0;
float2 pos = float2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * frac(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz)));
float dis = length(uv - pos);
if(dis < rad)
{
float3 col = lerp(float3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), float3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i)));
color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
}
}
color *= sqrt(1.5 - 0.5 * length(uv));
return float4(color.r, color.g, color.b , 0.5);
};
)