add runtime phosphor layout selection
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@ -32,10 +32,7 @@ srgb_framebuffer3 = true
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shader4 = shaders/phosphorlut/phosphorlut-pass1.slang
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shader4 = shaders/phosphorlut/phosphorlut-pass1.slang
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filter_linear4 = true
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filter_linear4 = true
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textures = "Phosphors"
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textures = "shadow;aperture;slot"
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Phosphors = shaders/phosphorlut/luts/rgb-shadowmask.png
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shadow = shaders/phosphorlut/luts/shadowmask.png
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//Phosphors = shaders/phosphorlut/luts/cmy-shadowmask.png
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aperture = shaders/phosphorlut/luts/aperture-grille.png
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//Phosphors = shaders/phosphorlut/luts/rgb-aperture-grille.png
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slot = shaders/phosphorlut/luts/slotmask.png
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//Phosphors = shaders/phosphorlut/luts/cmy-aperture-grille.png
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//Phosphors = shaders/phosphorlut/luts/rgb-slotmask.png
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//Phosphors = shaders/phosphorlut/luts/cmy-slotmask.png
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Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
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@ -8,13 +8,16 @@ layout(push_constant) uniform Push
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uint FrameCount;
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uint FrameCount;
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float PHOSPHOR_SCALE_X;
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float PHOSPHOR_SCALE_X;
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float PHOSPHOR_SCALE_Y;
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float PHOSPHOR_SCALE_Y;
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float phosphor_layout;
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} params;
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} params;
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#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
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#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
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#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
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#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
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#pragma parameter phosphor_layout "Phosphor Layout" 1.0 1.0 3.0 1.0
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#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
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#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
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#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
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#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
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#define phosphor_layout params.phosphor_layout
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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@ -36,13 +39,18 @@ void main()
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Phosphors;
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layout(set = 0, binding = 3) uniform sampler2D shadow;
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layout(set = 0, binding = 4) uniform sampler2D firstPass;
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layout(set = 0, binding = 4) uniform sampler2D aperture;
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layout(set = 0, binding = 5) uniform sampler2D slot;
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layout(set = 0, binding = 6) uniform sampler2D firstPass;
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void main()
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void main()
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{
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{
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vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
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vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
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vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
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vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
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vec4 phosphor_grid = vec4(texture(Phosphors, LUTeffectiveCoord).rgb, 1.0);
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vec4 phosphor_grid;
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if (phosphor_layout == 1.0) phosphor_grid = vec4(texture(shadow, LUTeffectiveCoord).rgb, 1.0);
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if (phosphor_layout == 2.0) phosphor_grid = vec4(texture(aperture, LUTeffectiveCoord).rgb, 1.0);
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if (phosphor_layout == 3.0) phosphor_grid = vec4(texture(slot, LUTeffectiveCoord).rgb, 1.0);
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FragColor = screen * phosphor_grid;
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FragColor = screen * phosphor_grid;
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}
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}
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