mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
104 lines
3.4 KiB
Plaintext
104 lines
3.4 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Phosphor Afterglow Shader
|
||
|
|
||
|
Copyright (C) 2018 guest(r) - guest.r@gmail.com
|
||
|
|
||
|
This program is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float SW;
|
||
|
float AR;
|
||
|
float PR;
|
||
|
float AG;
|
||
|
float PG;
|
||
|
float AB;
|
||
|
float PB;
|
||
|
float sat;
|
||
|
float GTH;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter SW "Afterglow switch ON/OFF" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter AR "Afterglow Red (more is more)" 0.07 0.0 1.0 0.01
|
||
|
#pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01
|
||
|
#pragma parameter AG "Afterglow Green" 0.07 0.0 1.0 0.01
|
||
|
#pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01
|
||
|
#pragma parameter AB "Afterglow Blue" 0.07 0.0 1.0 0.01
|
||
|
#pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01
|
||
|
#pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01
|
||
|
#pragma parameter GTH "Afterglow threshold" 5.0 0.0 255.0 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 OriginalHistory1;
|
||
|
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
|
||
|
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
|
||
|
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
|
||
|
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
|
||
|
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
|
||
|
|
||
|
#define eps 1e-4
|
||
|
|
||
|
vec3 afterglow(float number)
|
||
|
{
|
||
|
return vec3(params.AR, params.AG, params.AB)*exp2(-vec3(params.PR, params.PG, params.PB)*vec3(number*number));
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 color = texture(Source, vTexCoord.xy).rgb;
|
||
|
vec3 color1 = texture(OriginalHistory1, vTexCoord.xy).rgb * afterglow(1.0);
|
||
|
vec3 color2 = texture(OriginalHistory2, vTexCoord.xy).rgb * afterglow(2.0);
|
||
|
vec3 color3 = texture(OriginalHistory3, vTexCoord.xy).rgb * afterglow(3.0);
|
||
|
vec3 color4 = texture(OriginalHistory4, vTexCoord.xy).rgb * afterglow(4.0);
|
||
|
vec3 color5 = texture(OriginalHistory5, vTexCoord.xy).rgb * afterglow(5.0);
|
||
|
vec3 color6 = texture(OriginalHistory6, vTexCoord.xy).rgb * afterglow(6.0);
|
||
|
|
||
|
vec3 glow = color1 + color2 + color3 + color4 + color5 + color6;
|
||
|
|
||
|
float l = length(glow);
|
||
|
glow = normalize(pow(glow + vec3(eps), vec3(params.sat)))*l;
|
||
|
|
||
|
float w = 1.0;
|
||
|
if ((color.r + color.g + color.b) > params.GTH/255.0) w = 0.0;
|
||
|
|
||
|
FragColor = vec4(color + params.SW*w*glow,1.0);
|
||
|
}
|