diff --git a/misc/shaders/glass.slang b/misc/shaders/glass.slang index 498512b..c1c4162 100644 --- a/misc/shaders/glass.slang +++ b/misc/shaders/glass.slang @@ -47,13 +47,13 @@ layout(push_constant) uniform Push License: Public domain */ -#pragma parameter g_csize "Corner Size" 0.0 0.0 0.07 0.01 +#pragma parameter g_csize "Corner Size" 0.02 0.0 0.07 0.01 #pragma parameter g_bsize "Border Smoothness" 600.0 100.0 600.0 25.0 #pragma parameter g_flicker "Screen Flicker" 0.25 0.0 1.0 0.01 #pragma parameter g_shaker "Screen Shake" 0.02 0.0 0.5 0.01 #pragma parameter g_refltog "Reflection Toggle" 1.0 0.0 1.0 1.00 #pragma parameter g_reflgrain "Refl. Deband Grain" 0.0 0.0 2.0 0.01 -#pragma parameter g_reflstr "Refl. Brightness" 0.25 0.0 1.0 0.01 +#pragma parameter g_reflstr "Refl. Brightness" 0.15 0.0 1.0 0.01 #pragma parameter g_fresnel "Refl. Fresnel" 1.0 0.0 1.0 0.10 #pragma parameter g_reflblur "Refl. Blur" 0.6 0.0 1.0 0.10 #pragma parameter gz "Zoom" 1.2 1.0 1.5 0.01 @@ -71,10 +71,10 @@ layout(push_constant) uniform Push // https://www.desmos.com/calculator/1nfq4uubnx // PER = 2.0 for realistic (1.0 or less when using scanlines). Phosphor Index; it's the same as in the "grade" shader -#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0 -#pragma parameter PH "AG Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0 -#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01 -#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1 +#pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0 +#pragma parameter PH "AG Phosphor (0:RGB 1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0 +#pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01 +#pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1 #define SW params.TO @@ -188,7 +188,7 @@ vec3 afterglow(float Pho, vec3 decay) if (Pho == 3.0) { p_in = PAL; } // Phosphor Response / Cone Response - vec3 p_res = (p_in / (vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192)) / 10.0); + vec3 p_res = (p_in / (vec3(0.21259990334510803, 0.71517896652221680, 0.07222118973731995)) / 10.0); float decr = clamp((log(1. / p_res.r) + 0.2) / (decay.r), 0., 1.); float decg = clamp((log(1. / p_res.g) + 0.2) / (decay.g), 0., 1.); @@ -233,7 +233,7 @@ void main() float prob = 0.5 + params.g_shaker / 3.0; float shaker = rand(float(global.FrameCount), 43758.5453) * \ rand(float(global.FrameCount), 4.37585453) * params.g_shaker; - + shaker = shaker + shaker * round(rand(float(global.FrameCount), 53.7585453) * prob) * scale * clamp(params.g_shaker, 0., 0.01) * 100.; vec2 coords = vec2(params.gx, params.gy + shaker * 0.5); @@ -263,12 +263,10 @@ void main() glow = normalize(pow(glow + vec3(0.001), vec3(sat)))*length(glow); - vec3 glowl = pow(glow, vec3(2.2)); - vec3 colorl = pow(color, vec3(2.2)); - float glowY = glowl.r * 0.21265 + glowl.g * 0.71517 + glowl.b * 0.07218; - float colorY = colorl.r * 0.21265 + colorl.g * 0.71517 + colorl.b * 0.07218; + float glowY = dot(pow(glow, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222)); + float colorY = dot(pow(color, vec3(2.2)), vec3(0.21260, 0.71518, 0.07222)); - vec3 colormax = (colorY > glowY) ? color : glow; + vec3 colormax = (colorY > glowY) ? color : glow; color = (SW == 0.0) ? color : clamp(colormax,0.0,1.0); @@ -335,7 +333,7 @@ void main() // Initialize the PRNG by hashing the position + a random uniform vec3 m = vec3(vTexCoord, randg(sin(vTexCoord.x / vTexCoord.y) * mod(global.FrameCount, 79) + 22.759)) + vec3(1.); float h = permute(permute(permute(m.x) + m.y) + m.z); - + if (GRAIN > 0.0) { vec3 noise;