slang-shaders/crt/shaders/phosphorlut/phosphorlut-pass1.slang

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2017-01-27 09:08:16 +11:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float diffusion;
float out_gamma;
} params;
#pragma parameter diffusion "Halation Strength" 0.5 0.0 1.0 0.01
#pragma parameter out_gamma "Display Gamma" 2.2 1.5 3.0 0.1
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 firstPass;
layout(set = 0, binding = 3) uniform sampler2D blurPass;
layout(set = 0, binding = 4) uniform sampler2D phosphorPass;
//layout(set = 0, binding = 5) uniform sampler2D blurPassV;
void main()
{
vec3 scanlines = texture(firstPass, vTexCoord).rgb;
// vec3 blurV = texture(blurPassV, vTexCoord).rgb;
vec3 blurH = texture(blurPass, vTexCoord).rgb;
vec3 blurLines = (scanlines + blurH) / 2.0;
vec3 phosphors = texture(phosphorPass, vTexCoord).rgb;
vec3 glow = (phosphors + blurH) / 2.0;
vec3 halation = mix(blurLines, phosphors, params.diffusion);
//vec3 halation = 1.0 - (1.0 - phosphors) * (1.0 - blurLines);
halation = 1.0 - (1.0 - halation) * (1.0 - scanlines);
FragColor = vec4(pow(halation, vec3(1.0 / params.out_gamma)), 1.0);
}