mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
52 lines
1.5 KiB
Plaintext
52 lines
1.5 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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float diffusion;
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float out_gamma;
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} params;
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#pragma parameter diffusion "Halation Strength" 0.5 0.0 1.0 0.01
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#pragma parameter out_gamma "Display Gamma" 2.2 1.5 3.0 0.1
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D firstPass;
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layout(set = 0, binding = 3) uniform sampler2D blurPass;
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layout(set = 0, binding = 4) uniform sampler2D phosphorPass;
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//layout(set = 0, binding = 5) uniform sampler2D blurPassV;
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void main()
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{
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vec3 scanlines = texture(firstPass, vTexCoord).rgb;
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// vec3 blurV = texture(blurPassV, vTexCoord).rgb;
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vec3 blurH = texture(blurPass, vTexCoord).rgb;
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vec3 blurLines = (scanlines + blurH) / 2.0;
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vec3 phosphors = texture(phosphorPass, vTexCoord).rgb;
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vec3 glow = (phosphors + blurH) / 2.0;
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vec3 halation = mix(blurLines, phosphors, params.diffusion);
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//vec3 halation = 1.0 - (1.0 - phosphors) * (1.0 - blurLines);
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halation = 1.0 - (1.0 - halation) * (1.0 - scanlines);
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FragColor = vec4(pow(halation, vec3(1.0 / params.out_gamma)), 1.0);
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}
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