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https://github.com/italicsjenga/slang-shaders.git
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fix(cross): rename identifiers for SPIRV-Cross compatibility
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656c08b465
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14e9028e33
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@ -9,7 +9,7 @@ layout(push_constant) uniform Push
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float NOGAMMA;
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float MASKING;
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float BILINEAR;
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} param;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -76,7 +76,7 @@ vec3 linear2srgb(vec3 linear) {
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#define BS 0.0722
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vec3 rgb2vry(vec3 rgb) {
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if (param.NOGAMMA == 1.0)
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if (params.NOGAMMA == 1.0)
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return rgb;
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// https://en.wikipedia.org/wiki/Opponent_process
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@ -94,7 +94,7 @@ vec3 rgb2vry(vec3 rgb) {
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return vry;
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}
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vec3 vry2rgb(vec3 vry) {
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if (param.NOGAMMA == 1.0)
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if (params.NOGAMMA == 1.0)
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return vry;
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// Magic.
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@ -110,7 +110,7 @@ vec3 vry2rgb(vec3 vry) {
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}
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vec3 vry_interp(vec3 first, vec3 second, float frac) {
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if (param.NOGAMMA == 1.0)
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if (params.NOGAMMA == 1.0)
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return first*NOT(frac) + second*YES(frac);
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// Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3)
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@ -131,7 +131,7 @@ vec3 vry_interp(vec3 first, vec3 second, float frac) {
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}
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vec3 percent(float ssize, float tsize, float coord) {
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if (param.BILINEAR == 1.0)
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if (params.BILINEAR == 1.0)
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tsize = ssize;
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float minfull = (coord*tsize - 0.5)/tsize*ssize;
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@ -153,7 +153,7 @@ vec3 percent(float ssize, float tsize, float coord) {
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void main() {
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vec2 viewportSize = global.OutputSize.xy;
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vec2 gameCoord = vTexCoord;
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if (param.MASKING == 1.0) {
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if (params.MASKING == 1.0) {
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float hscale = viewportSize.x/global.SourceSize.x;
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float vscale = viewportSize.y/global.SourceSize.y;
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@ -193,7 +193,7 @@ void main()
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vec4 hori = vec4(low.x < max(D.w, A.w), low.x < max(E.w, B.w), low.z < max(E.w, H.w), low.z < max(D.w, G.w)) * clr; // horizontal edges
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vec4 vert = vec4(low.w < max(E.y, D.y), low.y < max(E.y, F.y), low.y < max(H.y, I.y), low.w < max(H.y, G.y)) * clr; // vertical edges
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vec4 or = vec4(A.w < D.y, B.w <= F.y, H.w < I.y, G.w <= G.y); // orientation
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vec4 orie = vec4(A.w < D.y, B.w <= F.y, H.w < I.y, G.w <= G.y); // orientation
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FragColor = (res + 2.0 * hori + 4.0 * vert + 8.0 * or) / 15.0;
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FragColor = (res + 2.0 * hori + 4.0 * vert + 8.0 * orie) / 15.0;
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}
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@ -151,9 +151,9 @@ void main()
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vec4 h = vec4(min(D.w, A.w), min(E.w, B.w), min(E.w, H.w), min(D.w, G.w));
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vec4 v = vec4(min(E.y, D.y), min(E.y, F.y), min(H.y, I.y), min(H.y, G.y));
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vec4 or = GE(h + vec4(D.w, E.w, E.w, D.w), v + vec4(E.y, E.y, H.y, H.y)); // orientation
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vec4 hori = LE(h, v) * clr; // horizontal edges
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vec4 vert = GE(h, v) * clr; // vertical edges
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vec4 orien = GE(h + vec4(D.w, E.w, E.w, D.w), v + vec4(E.y, E.y, H.y, H.y)); // orientation
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vec4 hori = LE(h, v) * clr; // horizontal edges
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vec4 vert = GE(h, v) * clr; // vertical edges
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FragColor = (res + 2 * hori + 4 * vert + 8 * or) / 15;
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FragColor = (res + 2 * hori + 4 * vert + 8 * orien) / 15;
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}
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