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add protect white on masks parameter (#397)
* integrate NTSC-colors * Integrate NTSC-colors * Integrate NTSC-colors, some fixes too * additions Added hue shift from grade, improved glow, added scanlines downscale to interlace mode. Some other touches too * Update crt-consumer.slang * fix scanlines misalignment * add protect white on masks parameter
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@ -28,6 +28,7 @@ layout(push_constant) uniform Push
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#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
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#pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05
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#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
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#pragma parameter preserve " Protect White On Masks" 0.98 0.0 1.0 0.01
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#pragma parameter brightboost1 " Bright boost dark pixels" 1.2 0.0 3.0 0.05
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#pragma parameter brightboost2 " Bright boost bright pixels" 1.0 0.0 3.0 0.05
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#pragma parameter glow " Glow Strength" 0.0 0.0 1.0 0.02
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@ -36,7 +37,7 @@ layout(push_constant) uniform Push
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#pragma parameter postbr " Post Brightness" 1.0 0.0 2.5 0.02
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#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
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#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
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#pragma parameter MaskDark "Mask dark" 0.2 0.0 2.0 0.1
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#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
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@ -103,7 +104,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float postbr;
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float PRE_SCALE;
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float intensity;
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float preserve;
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} global;
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#pragma stage vertex
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@ -548,7 +549,12 @@ void main()
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else
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{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
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color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum);
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float lum1 = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
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color *= mix(mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum1), vec3(1.0), lum1*global.preserve);
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if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
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color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
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