slang-shaders/crt/shaders/crt-lottes-multipass/glow-trails1.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float trail_bright;
} params;
#pragma parameter trail_bright "Phos. Trail Brightness" 0.25 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
#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 Original;
void main()
{
vec4 trails = texture(Source, vTexCoord).rgba;
vec4 current = pow(texture(Original, vTexCoord).rgba, vec4(2.2));
FragColor = vec4(pow(current + vec4(clamp(trails.r - current.r, 0.0, 1.0) * params.trail_bright), vec4(1.0 / 2.2)));
}