mirror of
https://github.com/italicsjenga/slang-shaders.git
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95 lines
3.1 KiB
Plaintext
95 lines
3.1 KiB
Plaintext
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#version 450
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/*
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HDR Output - All color work by MajorPainTheCactus
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see [http://www.gnu.org/licenses/].
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*/
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// Pass HDR color format
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#pragma format A2B10G10R10_UNORM_PACK32
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/////////////// IMPORTS ///////////////
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#include "../megatron/include/parameters-hdr-color.h"
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#include "../megatron/include/gamma_correct.h"
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#include "../megatron/include/inverse_tonemap.h"
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#include "../base/common/globals-and-screen-scale-params.inc"
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#include "../base/common/common-functions.inc"
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#include "../base/common/params-2-bezel.inc"
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#include "../base/common/common-functions-bezel.inc"
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//////////////////////////////////////////////////////////////////////////////////////////////////
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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 = 6) out vec2 vTexCoord;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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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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//////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma stage fragment
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layout(location = 6) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback;
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#define PassFeedback OutputPassFeedback
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//////////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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TUBE_DIFFUSE_SCALE,
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TUBE_SCALE,
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TUBE_DIFFUSE_ASPECT,
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false,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
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{
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vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1));
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if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED)
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{
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FragColor = texture(PassFeedback, vTexCoord);
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return;
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}
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}
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vec3 output_colour = vec3(0);
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LinearToOutputColor(texture(Source, vTexCoord).rgb, output_colour);
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FragColor = vec4(output_colour, 1.0f);
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// If we have calculated an image then set -1 as a flag to show that we have
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if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y))
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FragColor.a = -1;
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}
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