mirror of
https://github.com/italicsjenga/slang-shaders.git
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76 lines
2.5 KiB
PHP
76 lines
2.5 KiB
PHP
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/*
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Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
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Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
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Incorporates much great feedback from the libretro forum, and thanks
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to Hunterk who helped me get started
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See more at the libretro forum
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https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "common/globals-and-screen-scale-params.inc"
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#include "common/helper-functions.inc"
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layout(push_constant) uniform Push
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{
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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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} params;
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#include "../../../../include/compat_macros.inc"
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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 vec2 blur_dxdy;
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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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const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw;
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blur_dxdy = dxdy_scale * global.SourceSize.zw;
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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 vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D CRTPass;
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layout(set = 0, binding = 3) uniform sampler2D PostCRTPass;
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#include "../../../../include/blur-functions.h"
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void main()
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{
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// FragColor = vec4(tex2Dblur9x9(PostCRTPass, vTexCoord, blur_dxdy), 1);
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// In the HDR preset sampling from the PostCRTPass results in sort of colorful garbabe
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// Grabbing from the CRTPass instead
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#ifdef IS_HDR_PRESET
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FragColor = textureLod(CRTPass, vTexCoord, 2);
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FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA);
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#else
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FragColor = textureLod(PostCRTPass, vTexCoord, 2);
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#endif
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FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA/DEFAULT_CRT_GAMMA - 0.05);
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FragColor = clamp(FragColor, 0, 1);
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}
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