slang-shaders/crt/shaders/phosphorlut/phosphorlut-pass0.slang

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2017-01-27 09:08:16 +11:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float PHOSPHOR_SCALE_X;
float PHOSPHOR_SCALE_Y;
} params;
#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
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 Phosphors;
layout(set = 0, binding = 4) uniform sampler2D firstPass;
void main()
{
vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
vec4 phosphor_grid = vec4(texture(Phosphors, LUTeffectiveCoord).rgb, 1.0);
FragColor = screen * phosphor_grid;
}