slang-shaders/crt/shaders/glow/gauss_vert.slang

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#version 450
layout(push_constant) uniform Push
{
float BOOST;
} params;
#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02
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;
layout(location = 1) out vec2 data_pix_no;
layout(location = 2) out float data_one;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
data_pix_no = vTexCoord * global.SourceSize.xy - vec2(0.0, 0.5);
data_one = global.SourceSize.w;
}
#pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 data_pix_no;
layout(location = 2) in float data_one;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define CRT_GEOM_BEAM 1
vec3 beam(vec3 color, float dist)
{
#if CRT_GEOM_BEAM
vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0));
vec3 weights = vec3(abs(dist) * 3.333333333);
return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#else
float reciprocal_width = 4.0;
vec3 x = dist * reciprocal_width;
return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
#endif
}
void main()
{
vec2 texel = floor(data_pix_no);
float phase = data_pix_no.y - texel.y;
vec2 tex = vec2(texel + 0.5) * global.SourceSize.zw;
vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb;
vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb;
float dist0 = phase;
float dist1 = 1.0 - phase;
vec3 scanline = vec3(0.0);
scanline += beam(top, dist0);
scanline += beam(bottom, dist1);
FragColor = vec4(params.BOOST * scanline * 0.869565217391304, 1.0);
}