diff --git a/dithering/shaders/mdapt/passes/mdapt-pass0.slang b/dithering/shaders/mdapt/passes/mdapt-pass0.slang index 2c40cc2..689b998 100644 --- a/dithering/shaders/mdapt/passes/mdapt-pass0.slang +++ b/dithering/shaders/mdapt/passes/mdapt-pass0.slang @@ -14,12 +14,12 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float MODE; - float PWR; + float MDAPTMODE; + float MDAPTPWR; } params; -#pragma parameter MODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0 -#pragma parameter PWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1 +#pragma parameter MDAPTMODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0 +#pragma parameter MDAPTPWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1 layout(std140, set = 0, binding = 0) uniform UBO { @@ -37,7 +37,7 @@ float eq(vec3 A, vec3 B) diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg); - return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), params.PWR ); + return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), params.MDAPTPWR ); } float and_(float a, float b, float c, float d, float e, float f){ @@ -77,7 +77,7 @@ void main() vec3 res = vec3(0.0); - if(params.MODE > 0.5){ + if(params.MDAPTMODE > 0.5){ res.x = float((L == R) && (C != L)); res.y = float((U == D) && (C != U)); res.z = float(bool(res.x) && bool(res.y) && (L == U));