mirror of
https://github.com/italicsjenga/slang-shaders.git
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100 lines
3.3 KiB
Plaintext
100 lines
3.3 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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// Blends the original full-resolution scene with the blurred output of post shaders to create bloom.
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#pragma parameter BloomPower "Bloom Power" 1.0 0.0 10.0 0.1
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#pragma parameter BloomScalar "Bloom Scalar" 0.1 0.0 1.0 0.05
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#pragma parameter Tuning_Overscan "Overscan" 0.95 0.0 1.0 0.05
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#pragma parameter Tuning_Barrel "Barrel Distortion" 0.25 0.0 1.0 0.05
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#pragma parameter mask_toggle "Mask Toggle" 1.0 0.0 1.0 1.0
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//#pragma parameter mixfactor "Bloom Mix" 0.5 0.0 1.0 0.05
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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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float BloomPower;
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float BloomScalar;
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float Tuning_Overscan;
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float Tuning_Barrel;
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float mask_toggle;
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// float mixfactor;
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} global;
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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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#include "crtbase.h"
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// Apply power to brightness while preserving color
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// TODO: Clamp ActLuma to very small number to prevent (zero) division by zero when a component is zero?
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half4 ColorPow(half4 InColor, half InPower)
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{
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// This method preserves color better.
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half4 RefLuma = half4(0.299, 0.587, 0.114, 0.0);
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half ActLuma = dot(InColor, RefLuma);
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half4 ActColor = InColor / ActLuma;
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half PowLuma = pow(ActLuma, InPower);
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half4 PowColor = ActColor * PowLuma;
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return PowColor;
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}
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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 CRTPASS;
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layout(set = 0, binding = 4) uniform sampler2D shadowMaskSampler;
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void main()
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{
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// Apply overscan after scanline sampling is done.
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half2 overscanuv = (vTexCoord * global.Tuning_Overscan) - ((global.Tuning_Overscan - 1.0) * 0.5);
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// Curve UVs for composite texture inwards to garble things a bit.
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overscanuv = overscanuv - half2(0.5,0.5);
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half rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y);
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overscanuv = overscanuv + (overscanuv * (global.Tuning_Barrel * rsq)) + half2(0.5,0.5);
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vec4 PreBloom = vec4(0.0);
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// Mask effect cancels curvature due to righteous moire
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overscanuv = (global.mask_toggle > 0.5) ? vTexCoord : overscanuv;
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PreBloom = (global.mask_toggle > 0.5) ? SampleCRT(shadowMaskSampler, CRTPASS, overscanuv) : texture(CRTPASS, overscanuv);
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vec4 Blurred = texture(Source, overscanuv);
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FragColor = vec4(PreBloom + (ColorPow(Blurred, global.BloomPower) * global.BloomScalar));//vec4(mix(PreBloom, Blurred, global.mixfactor));
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}
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