slang-shaders/bezel/Mega_Bezel/shaders/easymode/hsm-crt-easymode-threshold.slang

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2022-06-25 10:06:45 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
void main()
{
vec3 diff = clamp(texture(Source, vTexCoord).rgb - texture(LinearizePass, vTexCoord).rgb, 0.0, 1.0);
FragColor = vec4(diff, 1.0);
}