mirror of
https://github.com/italicsjenga/slang-shaders.git
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54 lines
1.2 KiB
Plaintext
54 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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float InputGamma;
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float CD_BLEND_OPTION;
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float HSM_DEDITHER_MODE;
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} params;
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#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
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#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#define InputGamma 2.0
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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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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if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
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}
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