mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
123 lines
3.6 KiB
Plaintext
123 lines
3.6 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
CRT - Guest - Dr. Venom - Deconvergence pass
|
||
|
|
||
|
Copyright (C) 2021 guest(r) - guest.r@gmail.com
|
||
|
|
||
|
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 2
|
||
|
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, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float deconr;
|
||
|
float decons;
|
||
|
float cswitch;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter bogus_hdeconvergence "[ HORIZONTAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter deconr " Hor. Deconvergence Color/Range" 0.0 -12.0 12.0 0.5
|
||
|
#define deconr params.deconr // Horizontal deconvergence colors range
|
||
|
#pragma parameter decons " Horizontal Deconvergence Strength" 0.5 0.0 1.0 0.05
|
||
|
#define decons params.decons // Horizontal deconvergence colors strength
|
||
|
#pragma parameter cswitch " Switch Deconvergence Colors" 1.0 -1.0 1.0 2.0
|
||
|
#define cswitch params.cswitch // Switch colors left/right
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
|
||
|
|
||
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||
|
|
||
|
vec3 plant (vec3 tar, float r)
|
||
|
{
|
||
|
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
|
||
|
return tar * r / t;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
|
||
|
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
|
||
|
vec3 result = color;
|
||
|
|
||
|
if (abs(deconr) > 0.5)
|
||
|
{
|
||
|
float step = cswitch/1920.0;
|
||
|
|
||
|
vec2 dx = vec2(step, 0.0);
|
||
|
|
||
|
float shift = step * abs(deconr);
|
||
|
vec4 coords = vec4(shift, -shift, 0.0, -0.5*shift);
|
||
|
|
||
|
vec2 rc = coords.rb;
|
||
|
vec2 gc = coords.gb;
|
||
|
vec2 bc = coords.rb;
|
||
|
|
||
|
if (deconr < -0.05) { rc = coords.rb; gc = coords.ab; bc = coords.gb; }
|
||
|
|
||
|
float TATE = round(COMPAT_TEXTURE(Source, vec2(0.5)).a);
|
||
|
|
||
|
if (TATE > 0.5)
|
||
|
{
|
||
|
rc = -rc.yx; gc = -gc.yx, bc = -bc.yx; dx = -dx.yx;
|
||
|
}
|
||
|
|
||
|
float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc).r;
|
||
|
float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc).g;
|
||
|
float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc).b;
|
||
|
|
||
|
float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r;
|
||
|
float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g;
|
||
|
float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b;
|
||
|
|
||
|
float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r;
|
||
|
float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g;
|
||
|
float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b;
|
||
|
|
||
|
vec3 result1 = vec3(r1,g1,b1);
|
||
|
vec3 result2 = vec3(r2,g2,b2);
|
||
|
vec3 result3 = vec3(r3,g3,b3);
|
||
|
|
||
|
result1 = mix(color, result1, decons);
|
||
|
result2 = mix(color, result2, decons);
|
||
|
result3 = mix(color, result3, decons);
|
||
|
result = (result1+result2+result3)/3.0;
|
||
|
result = plant(result, 0.5*(max(max(color.r,color.g),color.b)+max(max(result.r,result.g),result.b)));
|
||
|
}
|
||
|
|
||
|
FragColor = vec4(result, 1.0);
|
||
|
}
|