fix(crt): Rename param -> params for SPIRV-Cross compatibility

This commit is contained in:
Stuart Carnie 2018-07-14 15:43:01 -07:00
parent 1e9ed9423d
commit 5ad108c3fc
4 changed files with 34 additions and 34 deletions

View file

@ -3,7 +3,7 @@
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
float BOOST; float BOOST;
} param; } params;
#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02 #pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02
@ -73,6 +73,6 @@ void main()
scanline += beam(top, dist0); scanline += beam(top, dist0);
scanline += beam(bottom, dist1); scanline += beam(bottom, dist1);
FragColor = vec4(param.BOOST * scanline * 0.869565217391304, 1.0); FragColor = vec4(params.BOOST * scanline * 0.869565217391304, 1.0);
} }

View file

@ -3,7 +3,7 @@
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
float INPUT_GAMMA; float INPUT_GAMMA;
} param; } params;
#pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02 #pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02
@ -36,5 +36,5 @@ void main()
{ {
vec3 color = texture(Source, vTexCoord).rgb; vec3 color = texture(Source, vTexCoord).rgb;
FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0); FragColor = vec4(pow(color, vec3(params.INPUT_GAMMA)), 1.0);
} }

View file

@ -14,7 +14,7 @@ layout(push_constant) uniform Push
float shadowMask; float shadowMask;
float maskDark; float maskDark;
float maskLight; float maskLight;
} param; } params;
#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05 #pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02 #pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
@ -78,7 +78,7 @@ float Linear(float c){return pow(c, 2.2);}
float Noise(vec2 p,float x){p+=x; float Noise(vec2 p,float x){p+=x;
vec3 p3=fract(vec3(p.xyx)*10.1031); vec3 p3=fract(vec3(p.xyx)*10.1031);
p3+=dot(p3,p3.yzx+19.19); p3+=dot(p3,p3.yzx+19.19);
return (fract((p3.x+p3.y)*p3.z)*2.0-1.0) / pow(2.0, 11.0 - param.moire_mitigation);} return (fract((p3.x+p3.y)*p3.z)*2.0-1.0) / pow(2.0, 11.0 - params.moire_mitigation);}
// Step 1 in generation of the dither source texture. // Step 1 in generation of the dither source texture.
float Noise1(vec2 uv,float n){ float Noise1(vec2 uv,float n){
@ -217,7 +217,7 @@ vec2 moire_resolve(vec2 coord){
cc = ResolveJitGaus4(pp); cc = ResolveJitGaus4(pp);
cc = Noise4(pp, cc, 1.0 / 32.0); cc = Noise4(pp, cc, 1.0 / 32.0);
cc = (param.CURVATURE < 0.5) ? pp : cc + vec2(0.0105, 0.015); cc = (params.CURVATURE < 0.5) ? pp : cc + vec2(0.0105, 0.015);
return cc; return cc;
} }
@ -226,7 +226,7 @@ vec2 moire_resolve(vec2 coord){
vec2 Warp(vec2 pos) vec2 Warp(vec2 pos)
{ {
pos = pos*2.0-1.0; 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; return pos*0.5 + 0.5;
} }
@ -234,56 +234,56 @@ vec2 Warp(vec2 pos)
// Shadow mask. // Shadow mask.
vec3 Mask(vec2 pos) 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. // 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; float odd = 0.0;
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; 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); pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = param.maskLight; if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = param.maskLight; else mask.b = params.maskLight;
mask*=line; mask*=line;
} }
// Aperture-grille. // Aperture-grille.
else if (param.shadowMask == 2.0) else if (params.shadowMask == 2.0)
{ {
pos.x = fract(pos.x*0.333333333); pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = param.maskLight; if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = param.maskLight; else mask.b = params.maskLight;
} }
// Stretched VGA style shadow mask (same as prior shaders). // 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 += pos.y*3.0;
pos.x = fract(pos.x*0.166666666); pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = param.maskLight; if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = param.maskLight; else mask.b = params.maskLight;
} }
// VGA style shadow mask. // 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.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0; pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666); pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = param.maskLight; if (pos.x < 0.333) mask.r = params.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight;
else mask.b = param.maskLight; else mask.b = params.maskLight;
} }
return mask; return mask;
@ -292,7 +292,7 @@ vec3 Mask(vec2 pos)
void main() void main()
{ {
vec2 pp = moire_resolve(vTexCoord.xy); vec2 pp = moire_resolve(vTexCoord.xy);
pp = (param.CURVATURE > 0.5) ? Warp(pp) : pp; pp = (params.CURVATURE > 0.5) ? Warp(pp) : pp;
#if BLOOM_ONLY #if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb; vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb;
@ -300,14 +300,14 @@ void main()
vec3 source = 1.15 * texture(CRT_PASS, pp).rgb; vec3 source = 1.15 * texture(CRT_PASS, pp).rgb;
vec3 bloom = texture(Source, pp).rgb; vec3 bloom = texture(Source, pp).rgb;
source += param.BLOOM_STRENGTH * bloom; source += params.BLOOM_STRENGTH * bloom;
#endif #endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0); FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / params.OUTPUT_GAMMA)), 1.0);
/* TODO/FIXME - hacky clamp fix */ /* TODO/FIXME - hacky clamp fix */
if ( pp.x > 0.0106 && pp.x < 0.9999 && pp.y > 0.016 && pp.y < 0.9999) if ( pp.x > 0.0106 && pp.x < 0.9999 && pp.y > 0.016 && pp.y < 0.9999)
FragColor.rgb = FragColor.rgb; FragColor.rgb = FragColor.rgb;
else else
FragColor.rgb = vec3(0.0); FragColor.rgb = vec3(0.0);
if (param.shadowMask > 0.0) if (params.shadowMask > 0.0)
FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2)); FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2));
} }

View file

@ -4,7 +4,7 @@ layout(push_constant) uniform Push
{ {
float GLOW_WHITEPOINT; float GLOW_WHITEPOINT;
float GLOW_ROLLOFF; float GLOW_ROLLOFF;
} param; } params;
#pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02 #pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02
#pragma parameter GLOW_ROLLOFF "Glow Rolloff" 3.0 1.2 6.0 0.1 #pragma parameter GLOW_ROLLOFF "Glow Rolloff" 3.0 1.2 6.0 0.1
@ -37,7 +37,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
vec3 color = 1.15 * texture(Source, vTexCoord).rgb; vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
vec3 factor = clamp(color / param.GLOW_WHITEPOINT, 0.0, 1.0); vec3 factor = clamp(color / params.GLOW_WHITEPOINT, 0.0, 1.0);
FragColor = vec4(pow(factor, vec3(param.GLOW_ROLLOFF)), 1.0); FragColor = vec4(pow(factor, vec3(params.GLOW_ROLLOFF)), 1.0);
} }