mirror of
https://github.com/italicsjenga/slang-shaders.git
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100 lines
3 KiB
Plaintext
100 lines
3 KiB
Plaintext
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#version 450
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//////////////////////////////////////////////////////////////////////////
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//
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// CC0 1.0 Universal (CC0 1.0)
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// Public Domain Dedication
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//
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// To the extent possible under law, J. Kyle Pittman has waived all
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// copyright and related or neighboring rights to this implementation
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// of CRT simulation. This work is published from the United States.
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//
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// For more information, please visit
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// https://creativecommons.org/publicdomain/zero/1.0/
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//
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//////////////////////////////////////////////////////////////////////////
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#define half4 vec4
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#define half3 vec3
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#define half2 vec2
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#define half float
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#define lerp(a, b, c) mix(a, b, c)
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#define tex2D(a, b) texture(a, b)
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#define mul(a, b) (b * a)
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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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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#include "crtbase.h"
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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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//layout(location = 1) out vec3 norm;
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//layout(location = 2) out vec3 camDir;
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//layout(location = 3) out vec3 lightDir;
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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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// Going head and getting this stuff ready but not hooking anything up yet
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mat3x3 wMat3 = mat3x3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz);
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mat3x3 invWorldRot = transpose(wMat3);
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// Don't normalize this pre-pixel shader
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camDir = mul(camPos - worldPos, invWorldRot);
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vec3 Tuning_lightPos = vec3(params.Tuning_lightPos_R, params.Tuning_lightPos_G, params.Tuning_lightPos_B);
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lightDir = mul(Tuning_LightPos - worldPos, invWorldRot)
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*/
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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 = 1) in vec3 norm;
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//layout(location = 2) in vec3 camDir;
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//layout(location = 3) in vec3 lightDir;
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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 shadowMaskSampler;
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void main()
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{
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/*
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half3 norm = normalize(norm);
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half3 camDir = normalize(camDir);
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half3 lightDir = normalize(lightDir);
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half3 refl = reflect(camDir, norm);
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half diffuse = saturate(dot(norm, lightDir));
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half4 colordiff = half4(0.175, 0.15, 0.2, 1.) * diffuse * params.Tuning_Diff_Brightness;
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half3 halfVec = normalize(lightDir + camDir);
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half spec = saturate(dot(norm, halfVec));
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spec = pow(spec, params.Tuning_Spec_Power);
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half4 colorspec = half4(0.25, 0.25, 0.25, 1.) * spec * params.Tuning_Spec_Brightness;
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half fres = 1.0 - dot(camDir, norm);
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fres = (fres*fres) * params.Tuning_Fres_Brightness;
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half4 colorfres = half4(0.45, 0.4, 0.5, 1.) * fres;
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half4 emissive = SampleCRT(shadowMaskSampler, Source, vTexCoord);
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half4 nearfinal = colorfres + colordiff + colorspec + emissive;
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FragColor = (nearfinal * lerp(ivec4(1,1,1,1), color, params.Tuning_Dimming)); //TODO: not sure what 'color' would be here
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*/
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FragColor = vec4(SampleCRT(shadowMaskSampler, Source, vTexCoord));
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}
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