slang-shaders/crt/shaders/torridgristle/Candy-Bloom.slang

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#version 450
// CRT-torridgristle - Candy Bloom
// license: public domain
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GlowLevel;
float GlowTightness;
} params;
#pragma parameter GlowLevel "Glow Level" 1.0 0.0 1.0 0.1
#pragma parameter GlowTightness "Glow Tightness" 0.5 0.0 1.0 0.1
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 candy_ref;
void main()
{
vec3 Picture = texture(Source, vTexCoord).xyz;
float MaxRGB = max(Picture.x, max(Picture.y, Picture.z));
float MinRGB = min(Picture.x, min(Picture.y, Picture.z));
float YIQLuminance = ((0.299*Picture.x) + (0.587*Picture.y) + (0.114*Picture.z));
Picture /= MaxRGB;
Picture = clamp(Picture,0.0,1.0);
FragColor = vec4(mix(texture(candy_ref, vTexCoord).xyz, Picture, mix(1.-pow(1.-YIQLuminance,2.0),YIQLuminance*YIQLuminance,params.GlowTightness)*params.GlowLevel),1.0);
}