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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add alias to crtglow - needs to be done for other glow presets
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@ -28,6 +28,7 @@ filter_linear3 = false
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scale_type3 = viewport
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scale_type3 = viewport
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scale3 = 1.0
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scale3 = 1.0
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srgb_framebuffer3 = true
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srgb_framebuffer3 = true
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alias3 = "CRTPass"
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shader4 = shaders/glow/threshold.slang
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shader4 = shaders/glow/threshold.slang
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filter_linear4 = false
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filter_linear4 = false
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@ -6,8 +6,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 OutputSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 SourceSize;
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vec4 PassOutputSize4;
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vec4 CRTPassSize;
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} global;
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} global;
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#pragma stage vertex
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#pragma stage vertex
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@ -25,7 +24,7 @@ void main()
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layout(location = 0) in vec2 vTexCoord;
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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(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
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layout(set = 0, binding = 2) uniform sampler2D CRTPass;
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// For debugging
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// For debugging
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#define BLOOM_ONLY 0
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#define BLOOM_ONLY 0
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@ -33,20 +32,17 @@ layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
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#define BLOOM_STRENGTH 0.45
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#define BLOOM_STRENGTH 0.45
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#define OUTPUT_GAMMA 2.2
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#define OUTPUT_GAMMA 2.2
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#define CRT_PASS PassOutput4
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#define CRT_PASS CRTPass
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void main()
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void main()
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{
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{
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vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord);
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tex = (tex + 0.5) * global.PassOutputSize4.zw;
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#if BLOOM_ONLY
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#if BLOOM_ONLY
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vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb;
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vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
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#else
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#else
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/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
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/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
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vec3 source = 1.15 * texture(CRT_PASS, tex).rgb;
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vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
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vec3 bloom = texture(Source, tex).rgb;
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vec3 bloom = texture(Source, vTexCoord).rgb;
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source += BLOOM_STRENGTH * bloom;
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source += BLOOM_STRENGTH * bloom;
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#endif
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#endif
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FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
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FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
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