mirror of
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
This commit is contained in:
parent
d3b1faffd0
commit
a7f96ace8e
|
@ -28,6 +28,7 @@ filter_linear3 = false
|
|||
scale_type3 = viewport
|
||||
scale3 = 1.0
|
||||
srgb_framebuffer3 = true
|
||||
alias3 = "CRTPass"
|
||||
|
||||
shader4 = shaders/glow/threshold.slang
|
||||
filter_linear4 = false
|
||||
|
|
|
@ -6,8 +6,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
vec4 PassOutputSize4;
|
||||
|
||||
vec4 CRTPassSize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -25,7 +24,7 @@ void main()
|
|||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
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
|
||||
#define BLOOM_ONLY 0
|
||||
|
@ -33,20 +32,17 @@ layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
|
|||
#define BLOOM_STRENGTH 0.45
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
|
||||
#define CRT_PASS PassOutput4
|
||||
#define CRT_PASS CRTPass
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord);
|
||||
tex = (tex + 0.5) * global.PassOutputSize4.zw;
|
||||
|
||||
#if BLOOM_ONLY
|
||||
vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb;
|
||||
vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
|
||||
#else
|
||||
|
||||
/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
|
||||
vec3 source = 1.15 * texture(CRT_PASS, tex).rgb;
|
||||
vec3 bloom = texture(Source, tex).rgb;
|
||||
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
|
||||
vec3 bloom = texture(Source, vTexCoord).rgb;
|
||||
source += BLOOM_STRENGTH * bloom;
|
||||
#endif
|
||||
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
|
||||
|
|
Loading…
Reference in a new issue