mirror of
https://github.com/italicsjenga/slang-shaders.git
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85 lines
2.6 KiB
Plaintext
85 lines
2.6 KiB
Plaintext
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#version 450
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/* In this pass the led light is temporally smoothed to give smooth fades.
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* the slowness is configurable by user parameter.
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* It also detect when a full scene is changed to produces fast fades, instead
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*/
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#include "config.inc"
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#define PreviousSampler ambi_temporal_passFeedback
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#define CurrentSampler ambi_pre_pass1
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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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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 CurrentSampler;
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layout(set = 0, binding = 3) uniform sampler2D PreviousSampler;
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layout(set = 0, binding = 4) uniform sampler2D avglum_pass;
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layout(set = 0, binding = 5) uniform sampler2D avglum_passFeedback;
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#define MAX_STEPS AMBI_STEPS
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float ambi_step(float start, float end, float mystep) {
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float diff = start-end;
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if (abs(diff) < mystep) return end;
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if (start >= end)
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return start - mystep;
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else
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return start + mystep;
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}
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vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
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//step fade (f) rom s to d
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return vec3 ( ambi_step(s.r,d.r,mystep.r),
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ambi_step(s.g,d.g,mystep.g),
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ambi_step(s.b,d.b,mystep.b)
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);
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}
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vec4 pixel_ambilight() {
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vec3 mystep;
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vec4 previous_pixel_vec4 = texture(PreviousSampler, vTexCoord);
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vec3 current_pixel = texture(CurrentSampler, vTexCoord).rgb;
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vec3 previous_pixel = previous_pixel_vec4.rgb;
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float scene_change_remaining = previous_pixel_vec4.a;
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float prev_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
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float curr_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
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float diff_avg_lum = abs(prev_avg_lum - curr_avg_lum);
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if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
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scene_change_remaining = 1.0;
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}
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// Are we changing scene?
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if (scene_change_remaining > 0.0) {
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mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene
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scene_change_remaining -= AMBI_FAST_STEP;
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} else {
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mystep = abs((previous_pixel-current_pixel) / MAX_STEPS);
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}
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return vec4(ambi_step_rgb(previous_pixel,current_pixel,mystep),scene_change_remaining);
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}
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void main() {
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if (DO_AMBILIGHT != 1.0) return;
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FragColor = pixel_ambilight();
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}
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