add runtime phosphor layout selection

This commit is contained in:
hunterk 2017-03-15 12:25:37 -05:00
parent 2327241390
commit 5b18ba052f
8 changed files with 15 additions and 10 deletions

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@ -32,10 +32,7 @@ srgb_framebuffer3 = true
shader4 = shaders/phosphorlut/phosphorlut-pass1.slang shader4 = shaders/phosphorlut/phosphorlut-pass1.slang
filter_linear4 = true filter_linear4 = true
textures = "Phosphors" textures = "shadow;aperture;slot"
Phosphors = shaders/phosphorlut/luts/rgb-shadowmask.png shadow = shaders/phosphorlut/luts/shadowmask.png
//Phosphors = shaders/phosphorlut/luts/cmy-shadowmask.png aperture = shaders/phosphorlut/luts/aperture-grille.png
//Phosphors = shaders/phosphorlut/luts/rgb-aperture-grille.png slot = shaders/phosphorlut/luts/slotmask.png
//Phosphors = shaders/phosphorlut/luts/cmy-aperture-grille.png
//Phosphors = shaders/phosphorlut/luts/rgb-slotmask.png
//Phosphors = shaders/phosphorlut/luts/cmy-slotmask.png

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@ -8,13 +8,16 @@ layout(push_constant) uniform Push
uint FrameCount; uint FrameCount;
float PHOSPHOR_SCALE_X; float PHOSPHOR_SCALE_X;
float PHOSPHOR_SCALE_Y; float PHOSPHOR_SCALE_Y;
float phosphor_layout;
} params; } params;
#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0 #pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0 #pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
#pragma parameter phosphor_layout "Phosphor Layout" 1.0 1.0 3.0 1.0
#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X #define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y #define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
#define phosphor_layout params.phosphor_layout
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
@ -36,13 +39,18 @@ void main()
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Phosphors; layout(set = 0, binding = 3) uniform sampler2D shadow;
layout(set = 0, binding = 4) uniform sampler2D firstPass; layout(set = 0, binding = 4) uniform sampler2D aperture;
layout(set = 0, binding = 5) uniform sampler2D slot;
layout(set = 0, binding = 6) uniform sampler2D firstPass;
void main() void main()
{ {
vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0); vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y)); vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
vec4 phosphor_grid = vec4(texture(Phosphors, LUTeffectiveCoord).rgb, 1.0); vec4 phosphor_grid;
if (phosphor_layout == 1.0) phosphor_grid = vec4(texture(shadow, LUTeffectiveCoord).rgb, 1.0);
if (phosphor_layout == 2.0) phosphor_grid = vec4(texture(aperture, LUTeffectiveCoord).rgb, 1.0);
if (phosphor_layout == 3.0) phosphor_grid = vec4(texture(slot, LUTeffectiveCoord).rgb, 1.0);
FragColor = screen * phosphor_grid; FragColor = screen * phosphor_grid;
} }