mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add splitscreen comparison to tonemapping
This commit is contained in:
parent
2272cef38f
commit
418a2d1760
|
@ -7,11 +7,19 @@ layout(push_constant) uniform Push
|
|||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float MAP;
|
||||
float COMPARE;
|
||||
float SPLIT_LINE;
|
||||
} params;
|
||||
|
||||
#pragma parameter MAP "Tone Map Method" 0.0 0.0 6.0 1.0
|
||||
#define MAP params.MAP
|
||||
|
||||
#pragma parameter COMPARE "Splitscreen" 0.0 0.0 1.0 1.0
|
||||
#define COMPARE params.COMPARE
|
||||
|
||||
#pragma parameter SPLIT_LINE "Split Location" 0.5 0.0 1.0 0.05
|
||||
#define SPLIT_LINE params.SPLIT_LINE
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
|
@ -120,11 +128,14 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
|
|||
void main()
|
||||
{
|
||||
vec3 color = texture(Source, vTexCoord.xy).rgb;
|
||||
if (MAP == 0.0) FragColor = vec4(linearToneMapping(color), 1.0);
|
||||
if (MAP == 1.0) FragColor = vec4(simpleReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 2.0) FragColor = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 3.0) FragColor = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 4.0) FragColor = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
||||
if (MAP == 5.0) FragColor = vec4(filmicToneMapping(color), 1.0);
|
||||
if (MAP == 6.0) FragColor = vec4(Uncharted2ToneMapping(color), 1.0);
|
||||
vec4 mapped;
|
||||
if (MAP == 0.0) mapped = vec4(linearToneMapping(color), 1.0);
|
||||
if (MAP == 1.0) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 2.0) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 3.0) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
|
||||
if (MAP == 4.0) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
|
||||
if (MAP == 5.0) mapped = vec4(filmicToneMapping(color), 1.0);
|
||||
if (MAP == 6.0) mapped = vec4(Uncharted2ToneMapping(color), 1.0);
|
||||
if (COMPARE > 0.5) mapped = (vTexCoord.x < SPLIT_LINE) ? vec4(color, 1.0) : mapped;
|
||||
FragColor = mapped;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue