slang-shaders/crt/shaders/guest/linearize.slang

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#version 450
layout(push_constant) uniform Push
{
float GAMMA_INPUT;
} params;
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#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.05
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#define GAMMA_INPUT params.GAMMA_INPUT
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;
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layout(set = 0, binding = 2) uniform sampler2D AfterglowPass;
#define PassPrev3Texture AfterglowPass
#define COMPAT_TEXTURE(c,d) texture(c,d)
void main()
{
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FragColor = pow(vec4(COMPAT_TEXTURE(PassPrev3Texture, vTexCoord)), vec4(GAMMA_INPUT));
}