add parameters and push constants to ntsc-gauss-pass

This commit is contained in:
hunterk 2016-08-02 11:30:14 -05:00
parent 18bcb94089
commit 806e5fe46c

View file

@ -1,16 +1,22 @@
#version 450 #version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float NTSC_CRT_GAMMA;
float NTSC_DISPLAY_GAMMA;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global; } global;
#define NTSC_CRT_GAMMA 2.5 #pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1
#define NTSC_DISPLAY_GAMMA 2.1 #pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1
#pragma stage vertex #pragma stage vertex
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
@ -23,8 +29,8 @@ void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy; pix_no = TexCoord * registers.SourceSize.xy;
one = 1.0 / global.SourceSize.xy; one = 1.0 / registers.SourceSize.xy;
} }
#pragma stage fragment #pragma stage fragment
@ -34,7 +40,7 @@ layout(location = 2) in vec2 pix_no;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(NTSC_CRT_GAMMA)) #define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(registers.NTSC_CRT_GAMMA))
void main() void main()
@ -58,5 +64,5 @@ void main()
scanline += frame3 * exp(-5.0 * dist3 * dist3); scanline += frame3 * exp(-5.0 * dist3 * dist3);
scanline += frame4 * exp(-5.0 * dist4 * dist4); scanline += frame4 * exp(-5.0 * dist4 * dist4);
FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / NTSC_DISPLAY_GAMMA)), 1.0); FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / registers.NTSC_DISPLAY_GAMMA)), 1.0);
} }