slang-shaders/bezel/Mega_Bezel/shaders/base/linearize-crt.inc

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/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
Incorporates much great feedback from the libretro forum, and thanks
to Hunterk who helped me get started
See more at the libretro forum
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
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// HSM_REFLECT_SHOW_TUBE_FX_AMOUNT
#include "common/globals-and-reflection-params.inc"
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#include "common/helper-functions.inc"
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "../../../../include/compat_macros.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw;
blur_dxdy = dxdy_scale * global.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D CRTPass;
layout(set = 0, binding = 3) uniform sampler2D PostCRTPass;
#include "../../../../include/blur-functions.h"
void main()
{
// FragColor = vec4(tex2Dblur9x9(PostCRTPass, vTexCoord, blur_dxdy), 1);
// In the HDR preset sampling from the PostCRTPass results in sort of colorful garbabe
// Grabbing from the CRTPass instead
#ifdef IS_HDR_PRESET
FragColor = textureLod(CRTPass, vTexCoord, 2);
FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA);
#else
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vec4 crt_rgba = textureLod(CRTPass, vTexCoord, 2);
vec4 post_crt_rgba = textureLod(PostCRTPass, vTexCoord, 2);
FragColor = mix(crt_rgba, post_crt_rgba, HSM_REFLECT_SHOW_TUBE_FX_AMOUNT);
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#endif
FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA/DEFAULT_CRT_GAMMA - 0.05);
FragColor = clamp(FragColor, 0, 1);
}