mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
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#version 450
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#pragma name phosphor
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#include "geom-deluxe-params.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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D phosphor;
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void main()
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{
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vec4 screen = texture(Source, vTexCoord);
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vec4 phosphor = texture(phosphor, vTexCoord);
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vec3 lum = vec3(0.299,0.587,0.114);
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float bscrn = dot(pow(screen.rgb,vec3(gamma)),lum);
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float bphos = dot(pow(phosphor.rgb,vec3(gamma)),lum);
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// encode the upper 2 bits of the time elapsed in the lower 2 bits of b
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float t = 1.0 + 255.0*phosphor.a + fract(phosphor.b*255.0/4.0)*1024.0;
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bphos = ( t > 1023.0 ? 0.0 : bphos*pow(t,-phosphor_power) );
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FragColor = ( bscrn >= bphos ?
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vec4(screen.rg,floor(screen.b*255.0/4.0)*4.0/255.0,1.0/255.0)
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: vec4(phosphor.rg,
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(floor(phosphor.b*255.0/4.0)*4.0 + floor(t/256.0))/255.0,
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fract(t/256.0)*256.0/255.0 ) );
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}
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