mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
87 lines
3 KiB
Plaintext
87 lines
3 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} registers;
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#include "params.inc"
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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////////////////////////////////// INCLUDES //////////////////////////////////
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//#include "../../../../include/gamma-management.h"
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//#include "bloom-functions.h"
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#include "phosphor-mask-resizing.h"
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#include "includes.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 tex_uv;
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layout(location = 1) out vec2 bloom_dxdy;
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layout(location = 2) out float bloom_sigma_runtime;
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void main()
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{
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gl_Position = params.MVP * Position;
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tex_uv = TexCoord;
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// Get the uv sample distance between output pixels. Calculate dxdy like
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// blurs/vertex-shader-blur-fast-vertical.h.
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const vec2 dxdy_scale = registers.SourceSize.xy * registers.OutputSize.zw;
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const vec2 dxdy = dxdy_scale * registers.SourceSize.zw;
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// This blur is vertical-only, so zero out the vertical offset:
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bloom_dxdy = vec2(0.0, dxdy.y);
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// Calculate a runtime bloom_sigma in case it's needed:
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const float mask_tile_size_x = get_resized_mask_tile_size(
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registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
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bloom_sigma_runtime = get_min_sigma_to_blur_triad(
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mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 bloom_dxdy;
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layout(location = 2) in float bloom_sigma_runtime;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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// Blur the brightpass horizontally with a 9/17/25/43x blur:
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const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
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const vec3 color = tex2DblurNfast(Source, tex_uv,
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bloom_dxdy, bloom_sigma);
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// Encode and output the blurred image:
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FragColor = encode_output(vec4(color, 1.0));
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}
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