From 93d3c10cd0ffab1eacb9522cfdfbed2f50e88957 Mon Sep 17 00:00:00 2001 From: Stuart Carnie Date: Sat, 14 Jul 2018 15:17:50 -0700 Subject: [PATCH] fix(crt-lottes): Rename param -> params for SPIRV-Cross compat --- crt/shaders/crt-lottes.slang | 70 ++++++++++++++++++------------------ 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/crt/shaders/crt-lottes.slang b/crt/shaders/crt-lottes.slang index 764e3db..47816a2 100644 --- a/crt/shaders/crt-lottes.slang +++ b/crt/shaders/crt-lottes.slang @@ -15,7 +15,7 @@ layout(push_constant) uniform Push float hardBloomPix; float bloomAmount; float shape; -} param; +} params; #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 @@ -94,7 +94,7 @@ vec3 ToSrgb(vec3 c) #else float ToLinear1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); @@ -102,7 +102,7 @@ float ToLinear1(float c) vec3 ToLinear(vec3 c) { - if (param.scaleInLinearGamma==0) + if (params.scaleInLinearGamma==0) return c; return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); @@ -112,7 +112,7 @@ vec3 ToLinear(vec3 c) // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); @@ -120,7 +120,7 @@ float ToSrgb1(float c) vec3 ToSrgb(vec3 c) { - if (param.scaleInLinearGamma == 0) + if (params.scaleInLinearGamma == 0) return c; return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); @@ -134,9 +134,9 @@ vec3 ToSrgb(vec3 c) vec3 Fetch(vec2 pos,vec2 off){ pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; #ifdef SIMPLE_LINEAR_GAMMA - return ToLinear(param.brightBoost * pow(texture(Source,pos.xy).rgb, vec3(2.2))); + return ToLinear(params.brightBoost * pow(texture(Source,pos.xy).rgb, vec3(2.2))); #else - return ToLinear(param.brightBoost * texture(Source,pos.xy).rgb); + return ToLinear(params.brightBoost * texture(Source,pos.xy).rgb); #endif } @@ -151,7 +151,7 @@ vec2 Dist(vec2 pos) // 1D Gaussian. float Gaus(float pos, float scale) { - return exp2(scale*pow(abs(pos), param.shape)); + return exp2(scale*pow(abs(pos), params.shape)); } // 3-tap Gaussian filter along horz line. @@ -163,7 +163,7 @@ vec3 Horz3(vec2 pos, float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wb = Gaus(dst-1.0,scale); float wc = Gaus(dst+0.0,scale); float wd = Gaus(dst+1.0,scale); @@ -182,7 +182,7 @@ vec3 Horz5(vec2 pos,float off){ float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardPix; + float scale = params.hardPix; float wa = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); @@ -206,7 +206,7 @@ vec3 Horz7(vec2 pos,float off) float dst = Dist(pos).x; // Convert distance to weight. - float scale = param.hardBloomPix; + float scale = params.hardBloomPix; float wa = Gaus(dst - 3.0, scale); float wb = Gaus(dst - 2.0, scale); float wc = Gaus(dst - 1.0, scale); @@ -224,7 +224,7 @@ float Scan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardScan); + return Gaus(dst + off, params.hardScan); } // Return scanline weight for bloom. @@ -232,7 +232,7 @@ float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, param.hardBloomScan); + return Gaus(dst + off, params.hardBloomScan); } // Allow nearest three lines to effect pixel. @@ -271,7 +271,7 @@ vec3 Bloom(vec2 pos) vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY); + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); return pos*0.5 + 0.5; } @@ -279,56 +279,56 @@ vec2 Warp(vec2 pos) // Shadow mask. vec3 Mask(vec2 pos) { - vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark); + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. - if (param.shadowMask == 1.0) + if (params.shadowMask == 1.0) { - float line = param.maskLight; + float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; - if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; mask*=line; } // Aperture-grille. - else if (param.shadowMask == 2.0) + else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). - else if (param.shadowMask == 3.0) + else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // VGA style shadow mask. - else if (param.shadowMask == 4.0) + else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = param.maskLight; - else if (pos.x < 0.666) mask.g = param.maskLight; - else mask.b = param.maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } return mask; @@ -341,10 +341,10 @@ void main() #ifdef DO_BLOOM //Add Bloom - outColor.rgb += Bloom(pos)*param.bloomAmount; + outColor.rgb += Bloom(pos)*params.bloomAmount; #endif - if (param.shadowMask > 0.0) + if (params.shadowMask > 0.0) outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); /* TODO/FIXME - hacky clamp fix */