slang-shaders/crt/shaders/crt-interlaced-halation/crt-interlaced-halation-pass0.slang

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#version 450
/*
CRT-interlaced-halation shader - pass0
Like the CRT-interlaced shader, but adds a subtle glow around bright areas
of the screen.
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
(cgwg gave their consent to have the original version of this shader
distributed under the GPL in this message:
http://board.byuu.org/viewtopic.php?p=26075#p26075
"Feel free to distribute my shaders under the GPL. After all, the
barrel distortion code was taken from the Curvature shader, which is
under the GPL."
)
*/
#define CRTgamma 2.5
#define display_gamma 2.2
#define TEX2D(c) pow(texture(Source,(c)),vec4(CRTgamma))
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dy = params.SourceSize.w;
t1 = vTexCoord.xyyy + vec4( 0, -4.0*dy, -3.0*dy, -2.0*dy);
t2 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy);
t3 = vTexCoord.xyyy + vec4( 0, 2.0*dy, 3.0*dy, 4.0*dy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float wid = 2.0;
float c1 = exp(-1.0/wid/wid);
float c2 = exp(-4.0/wid/wid);
float c3 = exp(-9.0/wid/wid);
float c4 = exp(-16.0/wid/wid);
float norm = 1.0 / (1.0 + 2.0*(c1+c2+c3+c4));
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
sum += TEX2D(t1.xy) * vec4(c4);
sum += TEX2D(t1.xz) * vec4(c3);
sum += TEX2D(t1.xw) * vec4(c2);
sum += TEX2D(t2.xy) * vec4(c1);
sum += TEX2D(vTexCoord);
sum += TEX2D(t2.xw) * vec4(c1);
sum += TEX2D(t3.xy) * vec4(c2);
sum += TEX2D(t3.xz) * vec4(c3);
sum += TEX2D(t3.xw) * vec4(c4);
FragColor = vec4(pow(sum*vec4(norm), vec4(1.0/display_gamma)));
}