slang-shaders/crt/shaders/glow-trails/combine.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float screen_combine;
float haze_strength;
} params;
#pragma parameter screen_combine "Screen Combine" 0.0 0.0 1.0 1.0
#pragma parameter haze_strength "Haze Strength" 0.5 0.0 1.0 0.05
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 PASS1;
void main()
{
vec4 blurred = pow(texture(Source, vTexCoord), vec4(2.2));
vec4 unblurred = pow(texture(PASS1, vTexCoord), vec4(2.2));
vec4 dark = vec4(pow(mix(unblurred, blurred, params.haze_strength), vec4(1.0 / 2.2)));//vec4(pow((unblurred + blurred) / 2.0, vec4(1.0 / 2.2)));
vec4 bright = vec4(pow(vec4(1.0) - (vec4(1.0) - unblurred) * (vec4(1.0) - blurred), vec4(1.0 / 2.2)));
FragColor = (params.screen_combine < 0.5) ? dark : bright;
}