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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
add option to blend in linear gamma
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c8b177a9da
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@ -16,10 +16,12 @@ layout(push_constant) uniform Push
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uint FrameCount;
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uint FrameCount;
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float STEPS;
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float STEPS;
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float DEBUG;
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float DEBUG;
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float linear_gamma;
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} params;
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} params;
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#pragma parameter STEPS "GDAPT Error Prevention LVL" 1.0 0.0 5.0 1.0
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#pragma parameter STEPS "GDAPT Error Prevention LVL" 1.0 0.0 5.0 1.0
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#pragma parameter DEBUG "GDAPT Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter DEBUG "GDAPT Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter linear_gamma "Use Linear Gamma" 0.0 0.0 1.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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@ -53,6 +55,12 @@ void main()
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vec4 L = TEX(-1, 0);
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vec4 L = TEX(-1, 0);
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vec4 R = TEX( 1, 0);
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vec4 R = TEX( 1, 0);
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if(params.linear_gamma > 0.5)
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{
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C.xyz = pow(C.xyz, vec3(2.2)).xyz;
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L.xyz = pow(L.xyz, vec3(2.2)).xyz;
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R.xyz = pow(R.xyz, vec3(2.2)).xyz;
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}
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float str = 0.0;
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float str = 0.0;
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@ -89,5 +97,7 @@ void main()
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float wght = max(L.w, R.w);
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float wght = max(L.w, R.w);
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wght = (wght == 0.0) ? 1.0 : sum/wght;
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wght = (wght == 0.0) ? 1.0 : sum/wght;
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FragColor = vec4(mix(C.xyz, (wght*C.xyz + L.w*L.xyz + R.w*R.xyz)/(wght + sum), str), 1.0);
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vec4 final = vec4(mix(C.xyz, (wght*C.xyz + L.w*L.xyz + R.w*R.xyz)/(wght + sum), str), 1.0);
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FragColor = final;
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if(params.linear_gamma > 0.5) FragColor = pow(final, vec4(1.0 / 2.2));
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}
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}
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