mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
58 lines
1.2 KiB
Plaintext
58 lines
1.2 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float GTU_ON;
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float compositeConnection;
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} params;
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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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////////////////////////////////////////////////////////
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// GTU version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#include "config.h"
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#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
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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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vec4 c = texture(Source, vTexCoord);
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// If GTU is off return the color from the last pass
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if (params.GTU_ON < 1)
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{
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FragColor = c;
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return;
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}
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if(params.compositeConnection > 0.0)
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c.rgb = c.rgb * RGB_to_YIQ;
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FragColor = c;
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}
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