slang-shaders/crt/shaders/crt-super-xbr/custom-resolve.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BLOOM_STRENGTH;
float SOURCE_BOOST;
float OUTPUT_GAMMA;
} params;
#pragma parameter BLOOM_STRENGTH "Bloom Strength" 0.10 0.0 1.0 0.01
#pragma parameter SOURCE_BOOST "Bloom Color Boost" 1.15 1.0 2.0 0.05
#pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 1.0 3.0 0.1
#define BLOOM_STRENGTH params.BLOOM_STRENGTH
#define SOURCE_BOOST params.SOURCE_BOOST
#define OUTPUT_GAMMA params.OUTPUT_GAMMA
#define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA)
#define saturate(c) clamp(c, 0.0, 1.0)
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 Source;
layout(set = 0, binding = 3) uniform sampler2D CRT_PASS;
void main()
{
vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, vTexCoord).rgb;
source += BLOOM_STRENGTH * bloom;
FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0);
}