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