mirror of
https://github.com/italicsjenga/slang-shaders.git
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95 lines
2.8 KiB
Plaintext
95 lines
2.8 KiB
Plaintext
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#version 450
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/*
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CRT-interlaced-halation shader - pass0
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Like the CRT-interlaced shader, but adds a subtle glow around bright areas
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of the screen.
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Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
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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 (at your option)
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any later version.
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(cgwg gave their consent to have the original version of this shader
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distributed under the GPL in this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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*/
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#define CRTgamma 2.5
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#define display_gamma 2.2
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#define TEX2D(c) pow(texture(Source,(c)),vec4(CRTgamma))
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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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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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 vTexCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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float dy = params.SourceSize.w;
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t1 = vTexCoord.xyyy + vec4( 0, -4.0*dy, -3.0*dy, -2.0*dy);
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t2 = vTexCoord.xyyy + vec4( 0, -dy, 0, dy);
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t3 = vTexCoord.xyyy + vec4( 0, 2.0*dy, 3.0*dy, 4.0*dy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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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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float wid = 2.0;
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float c1 = exp(-1.0/wid/wid);
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float c2 = exp(-4.0/wid/wid);
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float c3 = exp(-9.0/wid/wid);
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float c4 = exp(-16.0/wid/wid);
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float norm = 1.0 / (1.0 + 2.0*(c1+c2+c3+c4));
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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sum += TEX2D(t1.xy) * vec4(c4);
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sum += TEX2D(t1.xz) * vec4(c3);
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sum += TEX2D(t1.xw) * vec4(c2);
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sum += TEX2D(t2.xy) * vec4(c1);
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sum += TEX2D(vTexCoord);
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sum += TEX2D(t2.xw) * vec4(c1);
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sum += TEX2D(t3.xy) * vec4(c2);
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sum += TEX2D(t3.xz) * vec4(c3);
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sum += TEX2D(t3.xw) * vec4(c4);
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FragColor = vec4(pow(sum*vec4(norm), vec4(1.0/display_gamma)));
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}
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