diff --git a/handheld/shaders/lcd-cgwg/lcd-grid-v2.slang b/handheld/shaders/lcd-cgwg/lcd-grid-v2.slang index 6204eaa..add43b1 100644 --- a/handheld/shaders/lcd-cgwg/lcd-grid-v2.slang +++ b/handheld/shaders/lcd-cgwg/lcd-grid-v2.slang @@ -16,7 +16,7 @@ layout(push_constant) uniform Push float blacklevel; float ambient; float BGR; -} param; +} params; #pragma parameter RSUBPIX_R "Colour of R subpixel: R" 1.0 0.0 1.0 0.01 #pragma parameter RSUBPIX_G "Colour of R subpixel: G" 0.0 0.0 1.0 0.01 @@ -43,7 +43,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define outgamma 2.2 -#define fetch_offset(coord, offset) (pow(vec3(param.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(param.blacklevel), vec3(param.gamma)) + vec3(param.ambient)) +#define fetch_offset(coord, offset) (pow(vec3(params.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(params.blacklevel), vec3(params.gamma)) + vec3(params.ambient)) #pragma stage vertex layout(location = 0) in vec4 Position; @@ -91,9 +91,9 @@ void main() /* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */ vec2 range = global.OutputSize.zw; - vec3 cred = pow(vec3(param.RSUBPIX_R, param.RSUBPIX_G, param.RSUBPIX_B), vec3(outgamma)); - vec3 cgreen = pow(vec3(param.GSUBPIX_R, param.GSUBPIX_G, param.GSUBPIX_B), vec3(outgamma)); - vec3 cblue = pow(vec3(param.BSUBPIX_R, param.BSUBPIX_G, param.BSUBPIX_B), vec3(outgamma)); + vec3 cred = pow(vec3(params.RSUBPIX_R, params.RSUBPIX_G, params.RSUBPIX_B), vec3(outgamma)); + vec3 cgreen = pow(vec3(params.GSUBPIX_R, params.GSUBPIX_G, params.GSUBPIX_B), vec3(outgamma)); + vec3 cblue = pow(vec3(params.BSUBPIX_R, params.BSUBPIX_G, params.BSUBPIX_B), vec3(outgamma)); ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999))); @@ -108,7 +108,7 @@ void main() intsmear(subpix-3.0, rsubpix, 1.5, coeffs_x), intsmear(subpix-4.0, rsubpix, 1.5, coeffs_x)); - if (param.BGR > 0.5) { + if (params.BGR > 0.5) { lcol.rgb = lcol.bgr; rcol.rgb = rcol.bgr; }