slang-shaders/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm/hsm-linearize-crt.slang

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2022-06-25 10:06:45 +10:00
#version 450
/*
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
Copyright (C) 2019-2021 HyperspaceMadness - HyperspaceMadness@outlook.com
Incorporates much great feedback from the libretro forum, and thanks
to Hunterk who helped me get started
See more at the libretro forum
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "common/hsm-globals-and-screen-scale-params.inc"
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "../../../../../include/compat_macros.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 blur_dxdy;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw;
blur_dxdy = dxdy_scale * global.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D MBZ_PostCRTPass;
#include "../../../../../include/blur-functions.h"
void main()
{
FragColor = HSM_Linearize(vec4(tex2Dblur9x9(MBZ_PostCRTPass, vTexCoord, blur_dxdy), 1), DEFAULT_CRT_GAMMA);
}