slang-shaders/bezel/koko-aio/shaders/ambi_push_pass.slang

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2022-12-06 11:48:10 +11:00
#version 450
/* This pass apply an pre-gain to the leds on the rear of the virtual screen
* it is intended to produce a mipmap to be used by the next pass */
#include "config.inc"
#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 first_pass;
layout(set = 0, binding = 3) uniform sampler2D avglum_pass;
#include "includes/functions.include.slang"
void main() {
if (DO_AMBILIGHT != 1.0) return;
vec3 pixel_out = texture(first_pass, vTexCoord).rgb;
pixel_out = apply_fuzzy_main_pass(pixel_out);
pixel_out = pixel_push_luminance(pixel_out, AMBI_POWER-1);
FragColor = vec4(pixel_out, 1.0);
}