slang-shaders/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/custom-resolve.slang

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#version 450
#include "../../base/common/globals-and-screen-scale-params.inc"
#include "../../base/common/params-2-bezel.inc"
#include "../../base/common/common-functions-bezel.inc"
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BLOOM_STRENGTH;
float SOURCE_BOOST;
float OUTPUT_GAMMA;
} params;
#pragma parameter BLOOM_STRENGTH " Bloom Strength" 0.10 0.0 1.0 0.01
#pragma parameter SOURCE_BOOST " Bloom Color Boost" 1.15 1.0 2.0 0.05
#pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 1.0 3.0 0.1
#define BLOOM_STRENGTH params.BLOOM_STRENGTH
#define SOURCE_BOOST params.SOURCE_BOOST
#define OUTPUT_GAMMA params.OUTPUT_GAMMA
#define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA)
#define saturate(c) clamp(c, 0.0, 1.0)
// 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 CRT_PASS;
void main()
{
// // HSM Added
// vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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// HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// vec2 cache_bounds_coord = SCREEN_COORD;
// // If it's the potato preset render the whole frame
// #ifndef IS_POTATO_PRESET
// #ifndef IS_NO_REFLECT_PRESET
// // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
// HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
// TUBE_DIFFUSE_SCALE,
// TUBE_SCALE,
// SCREEN_ASPECT,
// false,
// BEZEL_OUTSIDE_SCALE,
// BEZEL_OUTSIDE_COORD,
// BEZEL_OUTSIDE_CURVED_COORD,
// FRAME_OUTSIDE_CURVED_COORD);
// cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
// #endif
// #endif
// if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
// {
// FragColor = vec4(0);
// return;
// }
vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, vTexCoord).rgb;
source += BLOOM_STRENGTH * bloom;
// HSM Removed
FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0);
// HSM add output gamma
// FragColor = HSM_Delinearize(vec4(saturate(source), 1), HSM_GAMMA_OUT_CRT);
// End Addition
}