slang-shaders/crt/shaders/guest/linearize.slang

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#version 450
layout(push_constant) uniform Push
{
float GAMMA_INPUT;
} params;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
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#define GAMMA_INPUT params.GAMMA_INPUT
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;
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layout(set = 0, binding = 2) uniform sampler2D AfterglowPass;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
void main()
{
float gamma_in = 1.0/GAMMA_INPUT;
FragColor = vec4(pow(vec3(COMPAT_TEXTURE(AfterglowPass, vTexCoord)), vec3(GAMMA_INPUT)), gamma_in);
}