slang-shaders/bezel/Mega_Bezel/shaders/hyllian/checkerboard-dedither/linearize.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float InputGamma;
float CD_BLEND_OPTION;
float HSM_DEDITHER_MODE;
} params;
2022-12-22 16:16:29 +11:00
#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01
#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
#define InputGamma 2.0
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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;
void main()
{
if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5)
{
FragColor = texture(Source, vTexCoord);
return;
}
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
}