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https://github.com/italicsjenga/slang-shaders.git
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123 lines
3.6 KiB
Plaintext
123 lines
3.6 KiB
Plaintext
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#version 450
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/*
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CRT - Guest - Dr. Venom - Deconvergence pass
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Copyright (C) 2021 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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uint FrameCount;
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float deconr;
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float decons;
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float cswitch;
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} params;
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#pragma parameter bogus_hdeconvergence "[ HORIZONTAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
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#pragma parameter deconr " Hor. Deconvergence Color/Range" 0.0 -12.0 12.0 0.5
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#define deconr params.deconr // Horizontal deconvergence colors range
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#pragma parameter decons " Horizontal Deconvergence Strength" 0.5 0.0 1.0 0.05
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#define decons params.decons // Horizontal deconvergence colors strength
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#pragma parameter cswitch " Switch Deconvergence Colors" 1.0 -1.0 1.0 2.0
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#define cswitch params.cswitch // Switch colors left/right
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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vec3 plant (vec3 tar, float r)
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{
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float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
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return tar * r / t;
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}
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void main()
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{
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vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
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vec3 result = color;
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if (abs(deconr) > 0.5)
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{
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float step = cswitch/1920.0;
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vec2 dx = vec2(step, 0.0);
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float shift = step * abs(deconr);
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vec4 coords = vec4(shift, -shift, 0.0, -0.5*shift);
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vec2 rc = coords.rb;
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vec2 gc = coords.gb;
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vec2 bc = coords.rb;
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if (deconr < -0.05) { rc = coords.rb; gc = coords.ab; bc = coords.gb; }
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float TATE = round(COMPAT_TEXTURE(Source, vec2(0.5)).a);
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if (TATE > 0.5)
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{
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rc = -rc.yx; gc = -gc.yx, bc = -bc.yx; dx = -dx.yx;
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}
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float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc).r;
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float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc).g;
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float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc).b;
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float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r;
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float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g;
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float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b;
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float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r;
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float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g;
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float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b;
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vec3 result1 = vec3(r1,g1,b1);
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vec3 result2 = vec3(r2,g2,b2);
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vec3 result3 = vec3(r3,g3,b3);
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result1 = mix(color, result1, decons);
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result2 = mix(color, result2, decons);
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result3 = mix(color, result3, decons);
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result = (result1+result2+result3)/3.0;
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result = plant(result, 0.5*(max(max(color.r,color.g),color.b)+max(max(result.r,result.g),result.b)));
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}
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FragColor = vec4(result, 1.0);
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}
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