mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
66 lines
1.6 KiB
Plaintext
66 lines
1.6 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 mixfactor;
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float threshold;
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} params;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.5 0.0 1.0 0.01
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#pragma parameter threshold "Brightness Threshold" 0.9 0.0 1.0 0.01
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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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float key(float avg)
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{
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float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));
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return max(0.0, guess) + 0.1;
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}
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mat3 yiq2rgb_mat = mat3(
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1.0, 1.0, 1.0,
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0.956, -0.2720, -1.1060,
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0.6210, -0.6474, 1.7046
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);
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mat3 yiq_mat = mat3(
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0.2989, 0.5959, 0.2115,
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0.5870, -0.2744, -0.5229,
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0.1140, -0.3216, 0.3114
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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 = 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 Source;
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layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
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void main()
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{
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vec3 frame = texture(Source, vTexCoord).rgb;
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float luma = (frame.rrr * yiq_mat).r;
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float trails = clamp(luma - params.threshold, 0.0, 1.0);
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vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
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vec4 mixed = clamp((1.0 - params.mixfactor) * vec4(trails) - params.mixfactor * fdback, 0.0, 1.0) + params.mixfactor * fdback;
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// vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
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FragColor = pow(mixed, vec4(1.0 / 2.2));
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}
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