slang-shaders/gpu/shaders/3dfx/3dfx_pass_2.slang

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2016-09-27 23:58:03 +10:00
#version 450
// "LeiFX" shader - Gamma process
//
// Copyright (C) 2013-2014 leilei
//
// 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.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_LEVEL;
} params;
#pragma parameter GAMMA_LEVEL "LeiFX Gamma Correction" 1.3 0.00 2.00 0.01
#define GAMMA_LEVEL params.GAMMA_LEVEL
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
float mod2(float x, float y)
{
return x - y * floor (x/y);
}
//float GAMMA_LEVEL = 1.0;
#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;
void main()
{
float3 outcolor = tex2D(Source, vTexCoord).rgb;
float2 res;
res.x = params.SourceSize.x;
res.y = params.SourceSize.y;
// Gamma scanlines
// the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not
// but it was enough to brainwash the competition for looking 'too dark'
outcolor.r = pow(outcolor.r, 1.0 / GAMMA_LEVEL);
outcolor.g = pow(outcolor.g, 1.0 / GAMMA_LEVEL);
outcolor.b = pow(outcolor.b, 1.0 / GAMMA_LEVEL);
FragColor = vec4(outcolor, 1.0);
}