mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
ntsc-adaptive-tate, smart-morph additions
This commit is contained in:
parent
fa3321fbd7
commit
8a59989df4
14
ntsc/ntsc-adaptive-tate.slangp
Normal file
14
ntsc/ntsc-adaptive-tate.slangp
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shaders = 2
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shader0 = shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
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scale_type0 = source
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scale_x0 = 1.0
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filter_linear0 = false
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scale_y0 = 4.0
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float_framebuffer0 = true
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shader1 = shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
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scale_type1 = source
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scale_x1 = 1.0
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scale_y1 = 0.5
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filter_linear1 = false
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87
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
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87
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang
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@ -0,0 +1,87 @@
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#version 450
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// NTSC-Adaptive
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// based on Themaister's NTSC shader
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float quality, bw;
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} global;
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#pragma parameter quality "Quality (Composite = 0, Svideo = 1)" 0.0 0.0 1.0 1.0
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#pragma parameter bw "Black and White" 0.0 0.0 1.0 1.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 pix_no;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 pix_no;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PI 3.14159265
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float phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
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#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
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const mat3 yiq2rgb_mat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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vec3 yiq2rgb(vec3 yiq)
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{
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return yiq * yiq2rgb_mat;
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}
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const mat3 yiq_mat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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vec3 rgb2yiq(vec3 col)
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{
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return col * yiq_mat;
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}
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void main()
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{
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float CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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float ARTIFACTING = 1.0 - global.quality;
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float FRINGING = 1.0 - global.quality;
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float SATURATION = 1.0 - global.bw;
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// prevent some very slight clipping that happens at 1.0
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const float BRIGHTNESS = 0.95;
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq = rgb2yiq(col);
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float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.x, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.x, 3.0) + mod(global.FrameCount, 2.));
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float mod_phase = chroma_phase + pix_no.y * CHROMA_MOD_FREQ;
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float i_mod = cos(mod_phase);
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float q_mod = sin(mod_phase);
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yiq.yz *= vec2(i_mod, q_mod); // Modulate.
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yiq *= mix_mat; // Cross-talk.
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yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
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FragColor = vec4(yiq, 1.0);
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}
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220
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
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220
ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang
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@ -0,0 +1,220 @@
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#version 450
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// NTSC-Adaptive
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// based on Themaister's NTSC shader
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float linearize;
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} global;
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#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
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#define fetch_offset(offset, one_y) \
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texture(Source, vTexCoord + vec2(0.0, (offset) * (one_y))).xyz
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord - vec2(0.0, 0.5 / global.SourceSize.y); // Compensate for decimate-by-2.
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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const mat3 yiq2rgb_mat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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vec3 yiq2rgb(vec3 yiq)
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{
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return yiq * yiq2rgb_mat;
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}
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const mat3 yiq_mat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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vec3 rgb2yiq(vec3 col)
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{
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return col * yiq_mat;
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}
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const int TAPS_2_phase = 32;
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const float luma_filter_2_phase[33] = float[33](
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-0.000174844,
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-0.000205844,
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-0.000149453,
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-0.000051693,
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0.000000000,
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-0.000066171,
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-0.000245058,
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-0.000432928,
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-0.000472644,
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-0.000252236,
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0.000198929,
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0.000687058,
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0.000944112,
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0.000803467,
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0.000363199,
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0.000013422,
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0.000253402,
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0.001339461,
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0.002932972,
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0.003983485,
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0.003026683,
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-0.001102056,
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-0.008373026,
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-0.016897700,
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-0.022914480,
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-0.021642347,
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-0.008863273,
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0.017271957,
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0.054921920,
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0.098342579,
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0.139044281,
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0.168055832,
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0.178571429);
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const float chroma_filter_2_phase[33] = float[33](
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0.001384762,
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0.001678312,
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0.002021715,
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0.002420562,
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0.002880460,
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0.003406879,
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0.004004985,
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0.004679445,
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0.005434218,
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0.006272332,
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0.007195654,
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0.008204665,
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0.009298238,
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0.010473450,
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0.011725413,
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0.013047155,
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0.014429548,
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0.015861306,
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0.017329037,
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0.018817382,
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0.020309220,
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0.021785952,
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0.023227857,
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0.024614500,
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0.025925203,
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0.027139546,
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0.028237893,
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0.029201910,
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0.030015081,
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0.030663170,
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0.031134640,
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0.031420995,
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0.031517031);
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const int TAPS_3_phase = 24;
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const float luma_filter_3_phase[25] = float[25](
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-0.000012020,
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-0.000022146,
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-0.000013155,
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-0.000012020,
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-0.000049979,
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-0.000113940,
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-0.000122150,
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-0.000005612,
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0.000170516,
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0.000237199,
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0.000169640,
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0.000285688,
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0.000984574,
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0.002018683,
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0.002002275,
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-0.000909882,
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-0.007049081,
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-0.013222860,
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-0.012606931,
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0.002460860,
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0.035868225,
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0.084016453,
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0.135563500,
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0.175261268,
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0.190176552);
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const float chroma_filter_3_phase[25] = float[25](
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-0.000118847,
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-0.000271306,
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-0.000502642,
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-0.000930833,
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-0.001451013,
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-0.002064744,
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-0.002700432,
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-0.003241276,
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-0.003524948,
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-0.003350284,
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-0.002491729,
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-0.000721149,
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0.002164659,
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0.006313635,
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0.011789103,
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0.018545660,
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0.026414396,
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0.035100710,
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0.044196567,
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0.053207202,
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0.061590275,
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0.068803602,
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0.074356193,
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0.077856564,
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0.079052396);
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void main()
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{
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float phase = (global.OriginalSize.y > 300.0) ? 2.0 : 3.0;
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float one_y = global.SourceSize.w;
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vec3 signal = vec3(0.0);
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if(phase < 2.5)
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{
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for (int i = 0; i < TAPS_2_phase; i++)
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{
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float offset = float(i);
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vec3 sums = fetch_offset(offset - float(TAPS_2_phase), one_y) +
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fetch_offset(float(TAPS_2_phase) - offset, one_y);
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signal += sums * vec3(luma_filter_2_phase[i], chroma_filter_2_phase[i], chroma_filter_2_phase[i]);
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}
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signal += texture(Source, vTexCoord).xyz *
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vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]);
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}
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else if(phase > 2.5)
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{
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for (int i = 0; i < TAPS_3_phase; i++)
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{
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float offset = float(i);
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vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_y) +
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fetch_offset(float(TAPS_3_phase) - offset, one_y);
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signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]);
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}
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signal += texture(Source, vTexCoord).xyz *
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vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]);
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}
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vec3 rgb = yiq2rgb(signal);
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FragColor = vec4(rgb, 1.0);
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if(global.linearize < 0.5) return;
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else FragColor = pow(FragColor, vec4(2.2));
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}
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78
presets/crt-geom-ntsc-composite-sharp-tate.slangp
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78
presets/crt-geom-ntsc-composite-sharp-tate.slangp
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shaders = "6"
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shader0 = "../misc/ntsc-colors.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass1.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_border"
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mipmap_input1 = "false"
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alias1 = ""
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float_framebuffer1 = "true"
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srgb_framebuffer1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "4.000000"
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shader2 = "../ntsc/shaders/ntsc-adaptive-tate/ntsc-tate-pass2.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_border"
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mipmap_input2 = "false"
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alias2 = ""
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float_framebuffer2 = "false"
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srgb_framebuffer2 = "false"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "0.500000"
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shader3 = "../warp/shaders/smart-morph.slang"
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wrap_mode3 = "clamp_to_border"
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mipmap_input3 = "false"
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alias3 = ""
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float_framebuffer3 = "false"
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srgb_framebuffer3 = "false"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "../sharpen/shaders/fast-sharpen.slang"
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wrap_mode4 = "clamp_to_border"
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mipmap_input4 = "false"
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alias4 = ""
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float_framebuffer4 = "false"
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srgb_framebuffer4 = "false"
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scale_type_x4 = "source"
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scale_x4 = "1.000000"
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scale_type_y4 = "source"
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scale_y4 = "1.000000"
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shader5 = "../crt/shaders/crt-geom.slang"
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wrap_mode5 = "clamp_to_border"
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mipmap_input5 = "false"
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alias5 = ""
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float_framebuffer5 = "false"
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srgb_framebuffer5 = "false"
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intensity = "0.0"
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quality = "0.0"
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SM_RANGE = "2.0"
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SM_PWR = "0.7"
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CONTR = "0.15"
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CRTgamma = "2.2"
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CURVATURE = "1.0"
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d = "1.5"
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R = "1.8"
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cornersize = "0.0155"
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y_tilt = "-0.05"
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scanline_weight = "0.25"
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DOTMASK = "0.0"
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lum = "0.15"
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interlace_detect = "0.0"
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vertical_scanlines = "1.0"
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77
presets/crt-geom-ntsc-composite-sharp.slangp
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77
presets/crt-geom-ntsc-composite-sharp.slangp
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shaders = "6"
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shader0 = "../misc/ntsc-colors.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
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filter_linear1 = "false"
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wrap_mode1 = "clamp_to_border"
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mipmap_input1 = "false"
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alias1 = ""
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float_framebuffer1 = "true"
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srgb_framebuffer1 = "false"
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scale_type_x1 = "source"
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scale_x1 = "4.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
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filter_linear2 = "false"
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wrap_mode2 = "clamp_to_border"
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mipmap_input2 = "false"
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alias2 = ""
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float_framebuffer2 = "false"
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srgb_framebuffer2 = "false"
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scale_type_x2 = "source"
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scale_x2 = "0.500000"
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scale_type_y2 = "source"
|
||||
scale_y2 = "1.000000"
|
||||
shader3 = "../warp/shaders/smart-morph.slang"
|
||||
wrap_mode3 = "clamp_to_border"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = ""
|
||||
float_framebuffer3 = "false"
|
||||
srgb_framebuffer3 = "false"
|
||||
scale_type_x3 = "source"
|
||||
scale_x3 = "1.000000"
|
||||
scale_type_y3 = "source"
|
||||
scale_y3 = "1.000000"
|
||||
shader4 = "../sharpen/shaders/fast-sharpen.slang"
|
||||
wrap_mode4 = "clamp_to_border"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = ""
|
||||
float_framebuffer4 = "false"
|
||||
srgb_framebuffer4 = "false"
|
||||
scale_type_x4 = "source"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "source"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "../crt/shaders/crt-geom.slang"
|
||||
wrap_mode5 = "clamp_to_border"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = ""
|
||||
float_framebuffer5 = "false"
|
||||
srgb_framebuffer5 = "false"
|
||||
|
||||
intensity = "0.0"
|
||||
quality = "0.0"
|
||||
SM_RANGE = "1.0"
|
||||
SM_PWR = "0.7"
|
||||
CONTR = "0.15"
|
||||
|
||||
CRTgamma = "2.2"
|
||||
CURVATURE = "1.0"
|
||||
d = "1.5"
|
||||
R = "1.8"
|
||||
cornersize = "0.0155"
|
||||
y_tilt = "-0.05"
|
||||
scanline_weight = "0.25"
|
||||
DOTMASK = "0.0"
|
||||
lum = "0.15"
|
||||
interlace_detect = "0.0"
|
|
@ -22,10 +22,11 @@ layout(push_constant) uniform Push
|
|||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float SM_MODE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
|
||||
float SM_MODE, SM_RANGE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
|
||||
} params;
|
||||
|
||||
#pragma parameter SM_MODE "SmartMorph Dilation / Erosion" 0.0 0.0 1.0 1.0 // Switches between dilation and erosion (line thinning or thickening).
|
||||
#pragma parameter SM_RANGE "SmartMorph Range 0-multi 1-hor 2-vert" 0.0 0.0 2.0 1.0 // Switches between all directions / horizontal only / vertical only.
|
||||
#pragma parameter SM_PWR "SmartMorph Luma Exponent" 0.5 0.0 10.0 0.1 // range: [0.0, +inf) - Raises d by the exponent of PWR. Smaller values for stronger morphing.
|
||||
#pragma parameter SM_STRMIN "SmartMorph MIN Strength" 0.0 0.0 1.0 0.01 // range: [0.0, STRMAX] - Minimal strength to apply
|
||||
#pragma parameter SM_STRMAX "SmartMorph MAX Strength" 1.0 0.0 1.0 0.01 // range: [STRMIN, 1.0] - Maximal strength to apply.
|
||||
|
@ -68,20 +69,39 @@ void main()
|
|||
vec3 E = TEX( 0., 0.).rgb;
|
||||
vec3 F = TEX( 1., 0.).rgb;
|
||||
vec3 H = TEX( 0., 1.).rgb;
|
||||
vec3 res;
|
||||
|
||||
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
|
||||
float e = dot(E, y_weights);
|
||||
|
||||
float di = 0.0;
|
||||
|
||||
if(params.SM_MODE > 0.5){
|
||||
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
|
||||
if (params.SM_RANGE == 2.0){
|
||||
vec2 b = mul( mat2x3(B, H), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = max(b.x, b.y);
|
||||
else
|
||||
di = min(b.x, b.y);
|
||||
|
||||
res = (di==b.y) ? B : H;
|
||||
}
|
||||
else if (params.SM_RANGE == 1.0){
|
||||
vec2 b = mul( mat2x3(D,F), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = max(b.x, b.y);
|
||||
else
|
||||
di = min(b.x, b.y);
|
||||
|
||||
res = (di==b.y) ? D : F;
|
||||
}
|
||||
else{
|
||||
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
|
||||
if(params.SM_MODE > 0.5)
|
||||
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
|
||||
else
|
||||
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
|
||||
|
||||
res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
|
||||
}
|
||||
|
||||
vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
|
||||
di = abs(e-di);
|
||||
|
||||
float str = (di<=params.SM_CUTLO) ? params.SM_STRMIN : (di>=params.SM_CUTHI) ? params.SM_STRMAX : smoothstep( 0.0, 1.0, pow((di-params.SM_CUTLO)/(params.SM_CUTHI-params.SM_CUTLO), params.SM_PWR) ) * (params.SM_STRMAX-params.SM_STRMIN) + params.SM_STRMIN;
|
||||
|
|
Loading…
Reference in a new issue