mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
Add gamma slider on checkerboard-dedither (#295)
* Add Retro-Tiles shaders A shader designed for handheld and low res systems. It turns pixels into crisp tiles. * Add box scaling - Turn mandatory integer scaling; - Add Overscan option. * Fix gamma on retro-tiles shader - Increased gamma from 2.2 to 2.7 for a better white balance. * Add Gamma Slider to checkerboard-dedither - Add Gamma Slider to checkerboard-dedither. * Update checkerboard-dedither shaders - Add new pattern recognitions; - Add new option to mitigate false positives.
This commit is contained in:
parent
b671e7c593
commit
797716b17a
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@ -28,17 +28,16 @@
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_OPTION;
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float CD_BLEND_LEVEL;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_OPTION;
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float CD_BLEND_LEVEL;
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} params;
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#pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0
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#pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#define CD_BLEND_OPTION params.CD_BLEND_OPTION
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#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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@ -50,7 +49,7 @@ vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, ad
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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mat4 MVP;
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} global;
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@ -72,41 +71,37 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec3 C = texture(Source, vTexCoord ).xyz;
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vec3 L = texture(Source, vTexCoord -dx).xyz;
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vec3 R = texture(Source, vTexCoord +dx).xyz;
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vec3 U = texture(Source, vTexCoord -dy).xyz;
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vec3 D = texture(Source, vTexCoord +dy).xyz;
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vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
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// Reading the texels.
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vec3 C = texture(Source, vTexCoord ).xyz;
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vec3 L = texture(Source, vTexCoord -dx).xyz;
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vec3 R = texture(Source, vTexCoord +dx).xyz;
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vec3 U = texture(Source, vTexCoord -dy).xyz;
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vec3 D = texture(Source, vTexCoord +dy).xyz;
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vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
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vec3 color = C;
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vec3 color = C;
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// Get min/max samples
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vec3 min_sample = min_s(C, L, R);
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vec3 max_sample = max_s(C, L, R);
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if (CD_BLEND_OPTION == 1)
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{
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float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
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float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
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diff *= (1.0 - CD_BLEND_LEVEL);
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diff *= (1.0 - CD_BLEND_LEVEL);
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vec3 min_sample = max(min_s(C, L, R), min_s(C, U, D));
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vec3 max_sample = min(max_s(C, L, R), max_s(C, U, D));
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if (CD_BLEND_OPTION == 1)
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{
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min_sample = max(min_sample, min_s(C, U, D));
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max_sample = min(max_sample, max_s(C, U, D));
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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}
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color = clamp(color, min_sample, max_sample);
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}
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color = clamp(color, min_sample, max_sample);
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float luma_diff = abs(dot(C, Y)-dot(color, Y));
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float luma_diff = abs(dot(C, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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FragColor = vec4(color, luma_diff);
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}
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@ -28,26 +28,25 @@
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_LEVEL;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_LEVEL;
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} params;
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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#define PATTERN(A) step(Delta,A)
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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mat4 MVP;
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} global;
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@ -70,53 +69,74 @@ layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec3 color = C.rgb;
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vec4 L2 = texture(Source, vTexCoord -2.0*dx );
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vec4 R2 = texture(Source, vTexCoord +2.0*dx );
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vec4 U2 = texture(Source, vTexCoord -2.0*dy);
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vec4 D2 = texture(Source, vTexCoord +2.0*dy);
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
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vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
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vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
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vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
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vec4 UL2 = texture(Source, vTexCoord -2.0*dx -dy);
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vec4 UR2 = texture(Source, vTexCoord +2.0*dx -dy);
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vec4 DL2 = texture(Source, vTexCoord -2.0*dx +dy);
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vec4 DR2 = texture(Source, vTexCoord +2.0*dx +dy);
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float count1 = 0.0;
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float count2 = 0.0;
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vec4 LU2 = texture(Source, vTexCoord -dx -2.0*dy);
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vec4 RU2 = texture(Source, vTexCoord +dx -2.0*dy);
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vec4 LD2 = texture(Source, vTexCoord -dx +2.0*dy);
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vec4 RD2 = texture(Source, vTexCoord +dx -2.0*dy);
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float diff = (1.0 - CD_BLEND_LEVEL);
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vec3 color = C.rgb;
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// UL U UR
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// L C R
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// DL D DR
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
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vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
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vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
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vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
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count1 += (step(Delta, L.a*D.a*R.a));
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count1 += (step(Delta, L.a*U.a*R.a));
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count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a));
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float count1 = 0.0;
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float count2 = 0.0;
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count2 += (step(Delta, U.a*L.a*D.a));
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count2 += (step(Delta, U.a*R.a*D.a));
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count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a));
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float diff = (1.0 - CD_BLEND_LEVEL);
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if ((count1 * count2) > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
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else if (count1 > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
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else if (count2 > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
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// LU2 U2 RU2
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// UL2 UL U UR UR2
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// L2 L C R R2
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// DL2 DL D DR DR2
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// LD2 D2 RD2
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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count1 += PATTERN(L.a*D.a*R.a);
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count1 += PATTERN(L.a*U.a*R.a);
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count1 += PATTERN(L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a);
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FragColor = vec4(color, luma_diff);
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count1 += PATTERN(U.a*D2.a*(UL.a*LD2.a + UR.a*RD2.a) + U2.a*D.a*(LU2.a*DL.a + RU2.a*DR.a));
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count2 += PATTERN(U.a*L.a*D.a);
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count2 += PATTERN(U.a*R.a*D.a);
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count2 += PATTERN(U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a);
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count2 += PATTERN(L.a*R2.a*(DL.a*DR2.a + UL.a*UR2.a) + L2.a*R.a*(DL2.a*DR.a + UL2.a*UR.a));
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if ((count1 * count2) > 0.0 && count1 == count2)
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color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
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else if (count1 > 0.0 && count1 > count2)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
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else if (count2 > 0.0 && count2 > count1)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_HUD_DETAILS;
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float CD_ADJUST_VIEW;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_MITIG_NEIGHBRS;
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float CD_MITIG_LINES;
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float CD_ADJUST_VIEW;
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float UseGamma;
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} params;
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#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0
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#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter CD_MITIG_NEIGHBRS " Mitigate Errors (neighbors)" 1.0 0.0 4.0 1.0
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#pragma parameter CD_MITIG_LINES " Mitigate Errors (regions)" 0.0 0.0 1.0 1.0
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#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
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#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
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#define CD_HUD_DETAILS params.CD_HUD_DETAILS
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#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
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#define CD_MITIG_NEIGHBRS params.CD_MITIG_NEIGHBRS
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#define CD_MITIG_LINES params.CD_MITIG_LINES
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#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
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#define UseGamma params.UseGamma
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#define OuputGamma (UseGamma+1.0)
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#define GAMMA_EXP 2.0
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#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OuputGamma, 1.0 / OuputGamma, 1.0 / OuputGamma))
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#define PATTERN(A) step(Delta,A)
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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mat4 MVP;
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} global;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec3 color = C.rgb;
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vec4 L2 = texture(Source, vTexCoord -2.0*dx );
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vec4 R2 = texture(Source, vTexCoord +2.0*dx );
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vec4 U2 = texture(Source, vTexCoord -2.0*dy);
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vec4 D2 = texture(Source, vTexCoord +2.0*dy);
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec4 L3 = texture(Source, vTexCoord -3.0*dx );
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vec4 R3 = texture(Source, vTexCoord +3.0*dx );
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vec4 U3 = texture(Source, vTexCoord -3.0*dy);
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vec4 D3 = texture(Source, vTexCoord +3.0*dy);
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float count = 0.0;
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float count2 = 0.0;
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vec3 color = C.rgb;
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// UL U UR
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// L C R
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// DL D DR
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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count += step(Delta, L.a);
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count += step(Delta, R.a);
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count += step(Delta, U.a);
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count += step(Delta, D.a);
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count += step(Delta, UL.a*UR.a*DL.a*DR.a);
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float count = 0.0;
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float count2 = 0.0;
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float count3 = 0.0;
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count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a));
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// U3
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// U2
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// UL U UR
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// L3 L2 L C R R2 R3
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// DL D DR
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// D2
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// D3
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if ((count < CD_HUD_DETAILS) && (count2 < 1.0))
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color = oriC;
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count += PATTERN(L.a);
|
||||
count += PATTERN(R.a);
|
||||
count += PATTERN(U.a);
|
||||
count += PATTERN(D.a);
|
||||
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
|
||||
|
||||
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
|
||||
count3 += PATTERN(L3.a*L2.a*L.a);
|
||||
count3 += PATTERN(L2.a*L.a*R.a);
|
||||
count3 += PATTERN(L.a*R.a*R2.a);
|
||||
count3 += PATTERN(R.a*R2.a*R3.a);
|
||||
|
||||
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||
count3 += PATTERN(U3.a*U2.a*U.a);
|
||||
count3 += PATTERN(U2.a*U.a*D.a);
|
||||
count3 += PATTERN(U.a*D.a*D2.a);
|
||||
count3 += PATTERN(D.a*D2.a*D3.a);
|
||||
|
||||
if ((count < CD_MITIG_NEIGHBRS) && (count2 < 1.0))
|
||||
color = oriC;
|
||||
else if ((CD_MITIG_LINES == 1.0) && (count3 < 1.0))
|
||||
color = oriC;
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
|
||||
|
||||
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||
}
|
||||
|
|
|
@ -6,11 +6,15 @@ layout(push_constant) uniform Push
|
|||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float InputGamma;
|
||||
float CD_BLEND_OPTION;
|
||||
float UseGamma;
|
||||
} params;
|
||||
|
||||
#pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define InputGamma 2.0
|
||||
#define UseGamma params.UseGamma
|
||||
#define InputGamma (UseGamma+1.0)
|
||||
|
||||
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||||
|
||||
|
|
Loading…
Reference in a new issue