From 2526a85e14d21152fbbb17e543e57621b8e399a1 Mon Sep 17 00:00:00 2001 From: Stuart Carnie Date: Sat, 14 Jul 2018 15:13:25 -0700 Subject: [PATCH] fix(crt-lottes-multipass): Rename param -> params for SPIRV-Cross compat --- .../crt-lottes-multipass/bloompass.slang | 68 +++++++++--------- .../crt-lottes-multipass/scanpass.slang | 70 +++++++++---------- 2 files changed, 69 insertions(+), 69 deletions(-) diff --git a/crt/shaders/crt-lottes-multipass/bloompass.slang b/crt/shaders/crt-lottes-multipass/bloompass.slang index 7bff9ca..de113c2 100644 --- a/crt/shaders/crt-lottes-multipass/bloompass.slang +++ b/crt/shaders/crt-lottes-multipass/bloompass.slang @@ -15,7 +15,7 @@ layout(push_constant) uniform Push float hardBloomPix; float bloomAmount; float shape; -} param; +} params; #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 @@ -95,7 +95,7 @@ vec3 ToSrgb(vec3 c) #else float ToLinear1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); @@ -103,7 +103,7 @@ float ToLinear1(float c) vec3 ToLinear(vec3 c) { - if (param.scaleInLinearGamma==0) + if (params.scaleInLinearGamma==0) return c; return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); @@ -113,7 +113,7 @@ vec3 ToLinear(vec3 c) // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); @@ -121,7 +121,7 @@ float ToSrgb1(float c) vec3 ToSrgb(vec3 c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); @@ -135,9 +135,9 @@ vec3 ToSrgb(vec3 c) vec3 Fetch(vec2 pos,vec2 off){ pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; #ifdef SIMPLE_LINEAR_GAMMA - return ToLinear(param.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2))); + return ToLinear(params.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2))); #else - return ToLinear(param.brightBoost * texture(Original,pos.xy).rgb); + return ToLinear(params.brightBoost * texture(Original,pos.xy).rgb); #endif } @@ -152,7 +152,7 @@ vec2 Dist(vec2 pos) // 1D Gaussian. float Gaus(float pos, float scale) { - return exp2(scale*pow(abs(pos), param.shape)); + return exp2(scale*pow(abs(pos), params.shape)); } // 3-tap Gaussian filter along horz line. @@ -164,7 +164,7 @@ vec3 Horz3(vec2 pos, float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wb = Gaus(dst-1.0,scale); float wc = Gaus(dst+0.0,scale); float wd = Gaus(dst+1.0,scale); @@ -183,7 +183,7 @@ vec3 Horz5(vec2 pos,float off){ float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wa = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); @@ -207,7 +207,7 @@ vec3 Horz7(vec2 pos,float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardBloomPix; + float scale = params.hardBloomPix; float wa = Gaus(dst - 3.0, scale); float wb = Gaus(dst - 2.0, scale); float wc = Gaus(dst - 1.0, scale); @@ -225,7 +225,7 @@ float Scan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardScan); + return Gaus(dst + off, params.hardScan); } // Return scanline weight for bloom. @@ -233,7 +233,7 @@ float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardBloomScan); + return Gaus(dst + off, params.hardBloomScan); } // Allow nearest three lines to effect pixel. @@ -272,7 +272,7 @@ vec3 Bloom(vec2 pos) vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY); + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); return pos*0.5 + 0.5; } @@ -280,56 +280,56 @@ vec2 Warp(vec2 pos) // Shadow mask. vec3 Mask(vec2 pos) { - vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark); + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. - if (param.shadowMask == 1.0) + if (params.shadowMask == 1.0) { - float line = param.maskLight; + float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; - if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; mask*=line; } // Aperture-grille. - else if (param.shadowMask == 2.0) + else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). - else if (param.shadowMask == 3.0) + else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // VGA style shadow mask. - else if (param.shadowMask == 4.0) + else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } return mask; @@ -339,5 +339,5 @@ void main() { vec2 pos = vTexCoord; - FragColor = vec4(Bloom(pos)*param.bloomAmount, 1.0); + FragColor = vec4(Bloom(pos)*params.bloomAmount, 1.0); } diff --git a/crt/shaders/crt-lottes-multipass/scanpass.slang b/crt/shaders/crt-lottes-multipass/scanpass.slang index 139b52a..1b29a3b 100644 --- a/crt/shaders/crt-lottes-multipass/scanpass.slang +++ b/crt/shaders/crt-lottes-multipass/scanpass.slang @@ -28,7 +28,7 @@ layout(push_constant) uniform Push float hardBloomPix; float bloomAmount; float shape; -} param; +} params; #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 @@ -96,7 +96,7 @@ vec3 ToSrgb(vec3 c) #else float ToLinear1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); @@ -104,7 +104,7 @@ float ToLinear1(float c) vec3 ToLinear(vec3 c) { - if (param.scaleInLinearGamma==0) + if (params.scaleInLinearGamma==0) return c; return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); @@ -114,7 +114,7 @@ vec3 ToLinear(vec3 c) // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); @@ -122,7 +122,7 @@ float ToSrgb1(float c) vec3 ToSrgb(vec3 c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); @@ -136,9 +136,9 @@ vec3 ToSrgb(vec3 c) vec3 Fetch(vec2 pos,vec2 off){ pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; #ifdef SIMPLE_LINEAR_GAMMA - return ToLinear(param.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2))); + return ToLinear(params.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2))); #else - return ToLinear(param.brightBoost * texture(Original,pos.xy).rgb); + return ToLinear(params.brightBoost * texture(Original,pos.xy).rgb); #endif } @@ -153,7 +153,7 @@ vec2 Dist(vec2 pos) // 1D Gaussian. float Gaus(float pos, float scale) { - return exp2(scale*pow(abs(pos), param.shape)); + return exp2(scale*pow(abs(pos), params.shape)); } // 3-tap Gaussian filter along horz line. @@ -165,7 +165,7 @@ vec3 Horz3(vec2 pos, float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wb = Gaus(dst-1.0,scale); float wc = Gaus(dst+0.0,scale); float wd = Gaus(dst+1.0,scale); @@ -184,7 +184,7 @@ vec3 Horz5(vec2 pos,float off){ float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wa = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); @@ -208,7 +208,7 @@ vec3 Horz7(vec2 pos,float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardBloomPix; + float scale = params.hardBloomPix; float wa = Gaus(dst - 3.0, scale); float wb = Gaus(dst - 2.0, scale); float wc = Gaus(dst - 1.0, scale); @@ -226,7 +226,7 @@ float Scan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardScan); + return Gaus(dst + off, params.hardScan); } // Return scanline weight for bloom. @@ -234,7 +234,7 @@ float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardBloomScan); + return Gaus(dst + off, params.hardBloomScan); } // Allow nearest three lines to effect pixel. @@ -273,7 +273,7 @@ vec3 Bloom(vec2 pos) vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY); + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); return pos*0.5 + 0.5; } @@ -281,56 +281,56 @@ vec2 Warp(vec2 pos) // Shadow mask. vec3 Mask(vec2 pos) { - vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark); + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. - if (param.shadowMask == 1.0) + if (params.shadowMask == 1.0) { - float line = param.maskLight; + float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; - if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; mask*=line; } // Aperture-grille. - else if (param.shadowMask == 2.0) + else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). - else if (param.shadowMask == 3.0) + else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // VGA style shadow mask. - else if (param.shadowMask == 4.0) + else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } return mask; @@ -341,11 +341,11 @@ void main() vec2 pos = Warp(vTexCoord); vec3 outColor = Tri(pos).rgb; - if (param.shadowMask > 0.0) + if (params.shadowMask > 0.0) outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); #ifdef DO_BLOOM //Add Bloom - outColor.rgb += mix( vec3(0.0), texture(BloomPass, pos).rgb, param.bloomAmount); + outColor.rgb += mix( vec3(0.0), texture(BloomPass, pos).rgb, params.bloomAmount); #endif #ifdef GL_ES /* TODO/FIXME - hacky clamp fix */ vec2 bordertest = (pos);