slang-shaders/crt/shaders/geom-deluxe/phosphor_apply.slang

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#version 450
#include "geom-deluxe-params.inc"
#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 PassFeedback1;
void main()
{
vec4 screen = texture(Source, vTexCoord);
vec4 phosphor = texture(PassFeedback1, vTexCoord);
vec3 cscrn = pow(screen.rgb, vec3(gamma));
vec3 cphos = pow(phosphor.rgb, vec3(gamma));
// encode the upper 2 bits of the time elapsed in the lower 2 bits of b
float t = 255.0*phosphor.a + fract(phosphor.b*255.0/4.0)*1024.0;
cphos *= vec3( phosphor_amplitude * pow(t,-phosphor_power) );
vec3 col = pow(cscrn + cphos, vec3(1.0/gamma));
FragColor = vec4(col, 1.0);
}