force srgb framebuffers in crt-royale passes

This commit is contained in:
hunterk 2016-12-07 21:14:21 -06:00
parent 588bccd4a8
commit 0640cc2cca
17 changed files with 18 additions and 9 deletions

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0
blurs/blur9fast-horizontal-last-pass.slang Normal file → Executable file
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1
blurs/blur9fast-horizontal.slang Normal file → Executable file
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@ -63,6 +63,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
/////////////////////////////// FRAGMENT SHADER ////////////////////////////// /////////////////////////////// FRAGMENT SHADER //////////////////////////////
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 blur_dxdy; layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;

0
blurs/blur9fast-vertical-gamma-encode-every-fbo.slang Normal file → Executable file
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1
blurs/blur9fast-vertical.slang Normal file → Executable file
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@ -63,6 +63,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
/////////////////////////////// FRAGMENT SHADER ////////////////////////////// /////////////////////////////// FRAGMENT SHADER //////////////////////////////
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 blur_dxdy; layout(location = 1) in vec2 blur_dxdy;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;

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@ -216,6 +216,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in float estimated_viewport_size_x; layout(location = 1) in float estimated_viewport_size_x;
layout(location = 2) in vec2 blur_dxdy; layout(location = 2) in vec2 blur_dxdy;

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@ -83,6 +83,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 video_uv; layout(location = 0) in vec2 video_uv;
layout(location = 1) in vec2 scanline_tex_uv; layout(location = 1) in vec2 scanline_tex_uv;
layout(location = 2) in vec2 halation_tex_uv; layout(location = 2) in vec2 halation_tex_uv;

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@ -69,6 +69,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 bloom_dxdy; layout(location = 1) in vec2 bloom_dxdy;
layout(location = 2) in float bloom_sigma_runtime; layout(location = 2) in float bloom_sigma_runtime;

1
crt/shaders/crt-royale/src/crt-royale-brightpass.slang Normal file → Executable file
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@ -73,6 +73,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 video_uv; layout(location = 0) in vec2 video_uv;
layout(location = 1) in vec2 scanline_tex_uv; layout(location = 1) in vec2 scanline_tex_uv;
layout(location = 2) in float bloom_sigma_runtime; layout(location = 2) in float bloom_sigma_runtime;

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@ -65,6 +65,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 uv_step; layout(location = 1) in vec2 uv_step;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;

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@ -116,6 +116,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 video_uv; layout(location = 0) in vec2 video_uv;
layout(location = 1) in vec2 scanline_tex_uv; layout(location = 1) in vec2 scanline_tex_uv;
layout(location = 2) in vec2 blur3x3_tex_uv; layout(location = 2) in vec2 blur3x3_tex_uv;

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@ -74,6 +74,7 @@ void main()
} }
#pragma stage fragment #pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv; layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 uv_step; layout(location = 1) in vec2 uv_step;
layout(location = 2) in vec2 il_step_multiple; layout(location = 2) in vec2 il_step_multiple;