add alias to crtglow - needs to be done for other glow presets

This commit is contained in:
hunterk 2016-07-26 12:00:03 -05:00
parent d3b1faffd0
commit a7f96ace8e
2 changed files with 7 additions and 10 deletions

View file

@ -28,6 +28,7 @@ filter_linear3 = false
scale_type3 = viewport scale_type3 = viewport
scale3 = 1.0 scale3 = 1.0
srgb_framebuffer3 = true srgb_framebuffer3 = true
alias3 = "CRTPass"
shader4 = shaders/glow/threshold.slang shader4 = shaders/glow/threshold.slang
filter_linear4 = false filter_linear4 = false

View file

@ -6,8 +6,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
vec4 PassOutputSize4; vec4 CRTPassSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -25,7 +24,7 @@ void main()
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D PassOutput4; layout(set = 0, binding = 2) uniform sampler2D CRTPass;
// For debugging // For debugging
#define BLOOM_ONLY 0 #define BLOOM_ONLY 0
@ -33,20 +32,17 @@ layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
#define BLOOM_STRENGTH 0.45 #define BLOOM_STRENGTH 0.45
#define OUTPUT_GAMMA 2.2 #define OUTPUT_GAMMA 2.2
#define CRT_PASS PassOutput4 #define CRT_PASS CRTPass
void main() void main()
{ {
vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord);
tex = (tex + 0.5) * global.PassOutputSize4.zw;
#if BLOOM_ONLY #if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb; vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
#else #else
/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */ /* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
vec3 source = 1.15 * texture(CRT_PASS, tex).rgb; vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, tex).rgb; vec3 bloom = texture(Source, vTexCoord).rgb;
source += BLOOM_STRENGTH * bloom; source += BLOOM_STRENGTH * bloom;
#endif #endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0); FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);