slang-shaders/bezel/Mega_Bezel/shaders/hyllian/crt-super-xbr/threshold.slang

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2022-09-27 11:38:41 +10:00
#version 450
layout(push_constant) uniform Push
{
float GLOW_WHITEPOINT;
float GLOW_ROLLOFF;
} params;
#pragma parameter GLOW_WHITEPOINT " Glow Whitepoint" 1.0 0.5 1.1 0.02
#pragma parameter GLOW_ROLLOFF " Glow Rolloff" 3.0 1.2 6.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} 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
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
vec3 factor = clamp(color / params.GLOW_WHITEPOINT, 0.0, 1.0);
FragColor = vec4(pow(factor, vec3(params.GLOW_ROLLOFF)), 1.0);
}