slang-shaders/bezel/koko-aio/shaders-ng/in_glow_x.slang

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2023-09-29 00:26:48 +10:00
#version 450
#include "config.inc"
//Dumbify glow under this treshold.
#define GLOW_SHARP_MAX_ALTERNATE -2.0
#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 float glow_h_and_w_outside_interval;
layout(location = 2) out float glow_w_inside_interval;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ;
//IN_GLOW_H is are over the upper limit and IN_GLOW_W is outside the allowed interval;
glow_w_inside_interval = float(IN_GLOW_W < GLOW_SHARP_MAX && IN_GLOW_W > GLOW_SHARP_MAX_ALTERNATE);
float glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE);
glow_h_and_w_outside_interval = float (glow_h_inside_interval != 1.0 && glow_w_inside_interval != 1.0) ;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float glow_h_and_w_outside_interval;
layout(location = 2) in float glow_w_inside_interval;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
layout(set = 0, binding = 6) uniform sampler2D shift_and_bleed_passFeedback;
#include "includes/functions.include.slang"
vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) {
if (use_gauss)
return blur9_x(texture_in, co, sourcesize.xy, sharpness);
else
{
//Compute subtractive sharpening via blur sharpness strength:
//For sharpness 0.45, no unsharp mask
//For sharpness 0.8, 0.65 unsharp mask
//float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836);
float in_glow_w = abs(IN_GLOW_W);
in_glow_w = max(in_glow_w, MIN_IN_GLOW_SHARP);
float sharp_sub = 0.8125 * in_glow_w;
sharp_sub = clamp(sharp_sub, 0.0,1.0);
return blur9_x_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub);
}
}
void main() {
if (DO_IN_GLOW == 0.0) {
//Delta render?
if (DELTA_RENDER == 1.0) {
float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
FragColor = vec4(0.0,0.0,0.0,DR_unchanged);
return;
}
};
//Don't do anything if IN_GLOW_H is are over the upper limit
//and IN_GLOW_W is outside the allowed interval;
if ( glow_h_and_w_outside_interval == 1.0) {
vec4 passthrough = texture(shift_and_bleed_pass, vTexCoord);
//Delta render?
if (DELTA_RENDER == 1.0) {
float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
FragColor = vec4(passthrough.rgb, DR_unchanged);
return;
}
FragColor = passthrough;
return;
}
float IN_GLOW_W_ADAPTED = abs(IN_GLOW_W);
//Modulate glow power via ntsc artifact mask:
float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
//To debug ntsc artifacts mask:
if (DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK > 1.5) {
FragColor = vec4(ntsc_artifacts);
return;
}
//finally "add" them to the configured sharpness (-> less blur)
IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED + DO_NTSC_ARTIFACTS * ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR);
//don't allow lower values that look bad:
//IN_GLOW_W_ADAPTED = max(IN_GLOW_W_ADAPTED, MIN_IN_GLOW_SHARP);
//Scale it for lanczos
// if (IN_GLOW_W < 0.0)
// IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED+1)/10.0;
//Scale it for box
if (IN_GLOW_W < 0.0)
IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED)/1.2;
//Make it resolution independent.
IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED / NEW_SCALEMOD_X;
//Delta render?
float DR_unchanged = 0.0;
if (DELTA_RENDER == 1.0) {
//Keep track of changed pixels to speedup rendering in final pass
DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
}
//Finally blur horizontally
if (glow_w_inside_interval == 1.0) {
FragColor = vec4(blur_select_wrap(shift_and_bleed_pass, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_W_ADAPTED, (IN_GLOW_W >= 0.0) ),
DR_unchanged);
} else {
FragColor = vec4(texture(shift_and_bleed_pass, vTexCoord).rgb, DR_unchanged);
}
}