slang-shaders/bezel/koko-aio/shaders-ng/halo_pre_gamma.slang

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2023-09-29 00:26:48 +10:00
#version 450
#include "config.inc"
#include "includes/functions.include.slang"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 2) out vec3 vHALO_GAMMA;
layout(location = 3) out float vHALO_UNGAIN_FACTOR;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vHALO_GAMMA = vec3(HALO_GAMMA);
vHALO_UNGAIN_FACTOR = get_halo_ungain_factor();
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 2) in vec3 vHALO_GAMMA;
layout(location = 3) in float vHALO_UNGAIN_FACTOR;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
void main() {
if (DO_HALO == 0.0 ) return;
vec3 pixel_haloed = texture(in_glow_pass, vTexCoord).rgb;
if (HALO_NO_PREGAIN == 1.0) pixel_haloed/= vHALO_UNGAIN_FACTOR;
pixel_haloed = pow(pixel_haloed, vHALO_GAMMA);
FragColor = vec4(pixel_haloed.rgb, 1.0);
}