mirror of
https://github.com/italicsjenga/slang-shaders.git
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54 lines
1.4 KiB
Plaintext
54 lines
1.4 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float BLOOM_STRENGTH;
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float SOURCE_BOOST;
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float OUTPUT_GAMMA;
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} params;
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#pragma parameter BLOOM_STRENGTH "Bloom Strength" 0.10 0.0 1.0 0.01
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#pragma parameter SOURCE_BOOST "Bloom Color Boost" 1.15 1.0 2.0 0.05
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#pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 1.0 3.0 0.1
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#define BLOOM_STRENGTH params.BLOOM_STRENGTH
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#define SOURCE_BOOST params.SOURCE_BOOST
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#define OUTPUT_GAMMA params.OUTPUT_GAMMA
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#define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA)
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#define saturate(c) clamp(c, 0.0, 1.0)
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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 CRT_PASS;
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void main()
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{
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vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb;
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vec3 bloom = texture(Source, vTexCoord).rgb;
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source += BLOOM_STRENGTH * bloom;
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FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0);
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}
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