2019-01-16 04:29:07 +11:00
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#version 450
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2019-01-18 08:24:04 +11:00
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// torridgristle CRT - Brighten pass
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// by torridgristle
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// license: public domain
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2019-01-16 04:29:07 +11:00
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float BrightenLevel;
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float BrightenAmount;
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} params;
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#pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0
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#pragma parameter BrightenAmount "Brighten Amount" 0.1 0.0 1.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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;
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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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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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Picture = clamp(Picture,0.0,1.0);
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FragColor = vec4(mix(Picture,1.0-pow(1.0-Picture,vec3(params.BrightenLevel)),params.BrightenAmount),1.0);
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}
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