slang-shaders/bezel/Mega_Bezel/shaders/guest/hsm-afterglow0.slang

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#version 450
/*
Phosphor Afterglow Shader pass 0
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Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
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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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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float PR, PG, PB;
} params;
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#pragma parameter GDV_XX_LINE " " 0 0 0.001 0.001
#pragma parameter GDV_GDV_ADV_TITLE "[ --- GUEST ADVANCED --- ]:" 0.0 0.0 1.0 1.0
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#pragma parameter GDV_AFTERGLOW_LINE " " 0 0 0.001 0.001
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#pragma parameter bogus_afterglow "[ AFTERGLOW ]:" 0.0 0.0 1.0 1.0
#pragma parameter GDV_AFTERGLOW_THRESHOLD " Threshold ( Afterglow Appears Under Threshold )" 0.5 0.0 100 0.5
#pragma parameter PR " Persistence Red -- PR" 0.32 0.0 0.50 0.01
#pragma parameter PG " Persistence Green -- PG" 0.32 0.0 0.50 0.01
#pragma parameter PB " Persistence Blue -- PB" 0.32 0.0 0.50 0.01
#define GDV_AFTERGLOW_THRESHOLD params.GDV_AFTERGLOW_THRESHOLD / 100
#define PR params.PR
#define PG params.PG
#define PB params.PB
#define COMPAT_TEXTURE(c,d) texture(c,d)
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 PreCRTPass;
layout(set = 0, binding = 3) uniform sampler2D AfterglowPassFeedback;
#define TEX0 vTexCoord
void main()
{
vec2 dx = vec2(params.OriginalSize.z, 0.0);
vec2 dy = vec2(0.0, params.OriginalSize.w);
vec3 color0 = COMPAT_TEXTURE(PreCRTPass, TEX0.xy).rgb;
vec3 color1 = COMPAT_TEXTURE(PreCRTPass, TEX0.xy - dx).rgb;
vec3 color2 = COMPAT_TEXTURE(PreCRTPass, TEX0.xy + dx).rgb;
vec3 color3 = COMPAT_TEXTURE(PreCRTPass, TEX0.xy - dy).rgb;
vec3 color4 = COMPAT_TEXTURE(PreCRTPass, TEX0.xy + dy).rgb;
vec3 color = (2.5 * color0 + color1 + color2 + color3 + color4)/6.5;
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vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb;
float w = 1.0;
if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; }
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vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w);
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FragColor = vec4(result, w);
}