slang-shaders/bezel/Mega_Bezel/shaders/gtu/hsm-gtu-pass1.slang

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2022-06-25 10:06:45 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float GTU_ON;
float compositeConnection;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
////////////////////////////////////////////////////////
// GTU version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
#include "config.h"
#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
#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;
void main()
{
vec4 c = texture(Source, vTexCoord);
// If GTU is off return the color from the last pass
if (params.GTU_ON < 1)
{
FragColor = c;
return;
}
if(params.compositeConnection > 0.0)
c.rgb = c.rgb * RGB_to_YIQ;
FragColor = c;
}