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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
add glow trails to lottes-multipass-glow
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parent
7e155ce6fb
commit
b3edb4699e
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@ -1,72 +1,98 @@
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shaders = 13
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shaders = 17
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shader0 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
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float_framebuffer0 = true
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alias0 = "REFERENCE"
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shader0 = shaders/crt-lottes-multipass/glow-trails0.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = "shaders/crt-lottes-multipass/threshold.slang"
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shader1 = "../blurs/blur9fast-vertical.slang"
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filter_linear1 = "true"
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scale_type1 = "source"
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scale1 = "1.0"
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srgb_framebuffer1 = "true"
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shader2 = "../blurs/blur9fast-vertical.slang"
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shader2 = "../blurs/blur9fast-horizontal.slang"
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alias2 = "TRAIL_BLUR"
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filter_linear2 = "true"
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scale_type2 = "source"
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scale2 = "1.0"
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srgb_framebuffer2 = "true"
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shader3 = "../blurs/blur9fast-horizontal.slang"
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alias3 = "HALATION_BLUR"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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srgb_framebuffer3 = "true"
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shader3 = shaders/crt-lottes-multipass/glow-trails1.slang
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shader4 = shaders/crt-lottes-multipass/horz3minus1.slang
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float_framebuffer4 = true
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scale_type4 = source
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filter_linear4 = true
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alias4 = horz3minus1
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shader4 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
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srgb_framebuffer4 = true
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alias4 = "REFERENCE"
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shader5 = shaders/crt-lottes-multipass/horz3plus1.slang
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float_framebuffer5 = true
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scale_type5 = source
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filter_linear5 = true
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alias5 = horz3plus1
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shader5 = "shaders/crt-lottes-multipass/threshold.slang"
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srgb_framebuffer5 = "true"
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shader6 = shaders/crt-lottes-multipass/horz5minus2.slang
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float_framebuffer6 = true
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scale_type6 = source
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filter_linear6 = true
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alias6 = horz5minus2
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shader6 = "../blurs/blur9fast-vertical.slang"
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filter_linear6 = "true"
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scale_type6 = "source"
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scale6 = "1.0"
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srgb_framebuffer6 = "true"
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shader7 = shaders/crt-lottes-multipass/horz5.slang
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float_framebuffer7 = true
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scale_type7 = source
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filter_linear7 = true
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alias7 = horz5
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shader7 = "../blurs/blur9fast-horizontal.slang"
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alias7 = "HALATION_BLUR"
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filter_linear7 = "true"
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scale_type7 = "source"
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scale7 = "1.0"
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srgb_framebuffer7 = "true"
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shader8 = shaders/crt-lottes-multipass/horz5plus2.slang
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float_framebuffer8 = true
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shader8 = shaders/crt-lottes-multipass/horz3minus1.slang
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srgb_framebuffer8 = true
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scale_type8 = source
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filter_linear8 = true
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alias8 = horz5plus2
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alias8 = horz3minus1
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shader9 = shaders/crt-lottes-multipass/horz7minus1.slang
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float_framebuffer9 = true
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shader9 = shaders/crt-lottes-multipass/horz3plus1.slang
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srgb_framebuffer9 = true
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scale_type9 = source
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filter_linear9 = true
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alias9 = horz7minus1
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alias9 = horz3plus1
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shader10 = shaders/crt-lottes-multipass/horz7.slang
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float_framebuffer10 = true
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shader10 = shaders/crt-lottes-multipass/horz5minus2.slang
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srgb_framebuffer10 = true
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scale_type10 = source
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filter_linear10 = true
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alias10 = horz7
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alias10 = horz5minus2
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shader11 = shaders/crt-lottes-multipass/horz7plus1.slang
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float_framebuffer11 = true
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shader11 = shaders/crt-lottes-multipass/horz5.slang
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srgb_framebuffer11 = true
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scale_type11 = source
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filter_linear11 = true
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alias11 = horz7plus1
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alias11 = horz5
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shader12 = shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang
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texture_wrap_mode12 = "clamp_to_edge"
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shader12 = shaders/crt-lottes-multipass/horz5plus2.slang
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srgb_framebuffer12 = true
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scale_type12 = source
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filter_linear12 = true
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alias12 = horz5plus2
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shader13 = shaders/crt-lottes-multipass/horz7minus1.slang
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srgb_framebuffer13 = true
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scale_type13 = source
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filter_linear13 = true
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alias13 = horz7minus1
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shader14 = shaders/crt-lottes-multipass/horz7.slang
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srgb_framebuffer14 = true
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scale_type14 = source
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filter_linear14 = true
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alias14 = horz7
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shader15 = shaders/crt-lottes-multipass/horz7plus1.slang
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srgb_framebuffer15 = true
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scale_type15 = source
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filter_linear15 = true
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alias15 = horz7plus1
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shader16 = shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang
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texture_wrap_mode16 = "clamp_to_edge"
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parameters = "mixfactor;threshold;trail_bright;glowFactor"
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mixfactor = "0.75"
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threshold = "0.90"
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trail_bright = "0.10"
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glowFactor = "0.15"
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66
crt/shaders/crt-lottes-multipass/glow-trails0.slang
Normal file
66
crt/shaders/crt-lottes-multipass/glow-trails0.slang
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@ -0,0 +1,66 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float mixfactor;
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float threshold;
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} params;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.5 0.0 1.0 0.01
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#pragma parameter threshold "Brightness Threshold" 0.9 0.0 1.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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float key(float avg)
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{
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float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));
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return max(0.0, guess) + 0.1;
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}
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mat3 yiq2rgb_mat = mat3(
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1.0, 1.0, 1.0,
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0.956, -0.2720, -1.1060,
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0.6210, -0.6474, 1.7046
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);
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mat3 yiq_mat = mat3(
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0.2989, 0.5959, 0.2115,
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0.5870, -0.2744, -0.5229,
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0.1140, -0.3216, 0.3114
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);
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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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(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
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void main()
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{
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vec3 frame = texture(Source, vTexCoord).rgb;
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float luma = (frame.rrr * yiq_mat).r;
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float trails = clamp(luma - params.threshold, 0.0, 1.0);
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vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
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vec4 mixed = clamp((1.0 - params.mixfactor) * vec4(trails) - params.mixfactor * fdback, 0.0, 1.0) + params.mixfactor * fdback;
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// vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
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FragColor = pow(mixed, vec4(1.0 / 2.2));
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}
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47
crt/shaders/crt-lottes-multipass/glow-trails1.slang
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crt/shaders/crt-lottes-multipass/glow-trails1.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float trail_bright;
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} params;
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#pragma parameter trail_bright "Phos. Trail Brightness" 0.25 0.0 1.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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mat3 yiq_mat = mat3(
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0.2989, 0.5959, 0.2115,
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0.5870, -0.2744, -0.5229,
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0.1140, -0.3216, 0.3114
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);
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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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(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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void main()
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{
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vec4 trails = texture(Source, vTexCoord).rgba;
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vec4 current = pow(texture(Original, vTexCoord).rgba, vec4(2.2));
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FragColor = vec4(pow(current + vec4(clamp(trails.r - current.r, 0.0, 1.0) * params.trail_bright), vec4(1.0 / 2.2)));
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}
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