break glow-trails to its own shader and add vector-glow presets

This commit is contained in:
hunterk 2016-12-20 15:36:43 -06:00
parent 54d09899b4
commit 8009dea4d7
7 changed files with 240 additions and 4 deletions

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@ -1,6 +1,6 @@
shaders = 17
shader0 = shaders/crt-lottes-multipass/glow-trails0.slang
shader0 = shaders/glow-trails/glow-trails0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
@ -18,7 +18,7 @@ scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
shader3 = shaders/crt-lottes-multipass/glow-trails1.slang
shader3 = shaders/glow-trails/glow-trails1.slang
shader4 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
srgb_framebuffer4 = true

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@ -0,0 +1,45 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float screen_combine;
float haze_strength;
} params;
#pragma parameter screen_combine "Screen Combine" 0.0 0.0 1.0 1.0
#pragma parameter haze_strength "Haze Strength" 0.5 0.0 1.0 0.05
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PASS1;
void main()
{
vec4 blurred = pow(texture(Source, vTexCoord), vec4(2.2));
vec4 unblurred = pow(texture(PASS1, vTexCoord), vec4(2.2));
vec4 dark = vec4(pow(mix(unblurred, blurred, params.haze_strength), vec4(1.0 / 2.2)));//vec4(pow((unblurred + blurred) / 2.0, vec4(1.0 / 2.2)));
vec4 bright = vec4(pow(vec4(1.0) - (vec4(1.0) - unblurred) * (vec4(1.0) - blurred), vec4(1.0 / 2.2)));
FragColor = (params.screen_combine < 0.5) ? dark : bright;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float mixfactor;
float threshold;
} params;
#pragma parameter mixfactor "Motionblur Fadeout" 0.5 0.0 1.0 0.01
#pragma parameter threshold "Brightness Threshold" 0.9 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
float key(float avg)
{
float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));
return max(0.0, guess) + 0.1;
}
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
void main()
{
vec3 frame = texture(Source, vTexCoord).rgb;
float luma = (frame.rrr * yiq_mat).r;
float trails = clamp(luma - params.threshold, 0.0, 1.0);
vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
vec4 mixed = clamp((1.0 - params.mixfactor) * vec4(trails) - params.mixfactor * fdback, 0.0, 1.0) + params.mixfactor * fdback;
// vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
FragColor = pow(mixed, vec4(1.0 / 2.2));
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float trail_bright;
} params;
#pragma parameter trail_bright "Phos. Trail Brightness" 0.25 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
void main()
{
vec4 trails = texture(Source, vTexCoord).rgba;
vec4 current = pow(texture(Original, vTexCoord).rgba, vec4(2.2));
FragColor = vec4(pow(current + vec4(clamp(trails.r - current.r, 0.0, 1.0) * params.trail_bright), vec4(1.0 / 2.2)));
}

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@ -0,0 +1,29 @@
shaders = 4
shader0 = "../misc/image-adjustment.slang"
alias0 = PASS1
shader1 = "../blurs/blur11fast-vertical.slang"
filter_linear1 = "true"
scale_type1 = "source"
scale1 = "0.5"
mipmap1 = "true"
shader2 = "../blurs/blur11fast-horizontal.slang"
filter_linear2 = "true"
scale_type2 = "source"
scale2 = "0.5"
mipmap_input2 = "true"
shader3 = "shaders/glow-trails/combine.slang"
scale_type3 = "viewport"
scale3 = 1.0
parameters = "mixfactor;threshold;trail_bright;glowFactor;haze_strength;luminance;screen_combine"
mixfactor = "0.18"
threshold = "0.90"
trail_bright = "0.30"
glowFactor = "0.10"
haze_strength = "0.75"
luminance = "1.50"
screen_combine = "1.0"

49
crt/vector-glow.slangp Normal file
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@ -0,0 +1,49 @@
shaders = 9
shader0 = shaders/glow-trails/glow-trails0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = "../blurs/blur9fast-vertical.slang"
filter_linear1 = "true"
scale_type1 = "source"
scale1 = "1.0"
srgb_framebuffer1 = "true"
shader2 = "../blurs/blur9fast-horizontal.slang"
alias2 = "TRAIL_BLUR"
filter_linear2 = "true"
scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
shader3 = shaders/glow-trails/glow-trails1.slang
shader4 = "../anti-aliasing/shaders/advanced-aa.slang"
alias4 = PASS1
shader5 = "../blurs/blur9fast-vertical.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
shader6 = "../blurs/blur9fast-horizontal.slang"
filter_linear6 = "true"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
shader7 = "shaders/glow-trails/combine.slang"
shader8 = "../misc/image-adjustment.slang"
parameters = "mixfactor;threshold;trail_bright;glowFactor;haze_strength;luminance;bright"
mixfactor = "0.18"
threshold = "0.90"
trail_bright = "0.30"
glowFactor = "0.10"
haze_strength = "0.25"
luminance = "1.50"
bright = "1.0"

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@ -1,6 +1,6 @@
shaders = 18
shader0 = ../crt/shaders/crt-lottes-multipass/glow-trails0.slang
shader0 = ../crt/shaders/glow-trails/glow-trails0.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
@ -18,7 +18,7 @@ scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
shader3 = ../crt/shaders/crt-lottes-multipass/glow-trails1.slang
shader3 = ../crt/shaders/glow-trails/glow-trails1.slang
shader4 = ../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
srgb_framebuffer4 = true