mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
(AANN) Add parameters
This commit is contained in:
parent
e410ff0886
commit
c9bc79e10a
|
@ -1,5 +1,12 @@
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
float NOGAMMA;
|
||||||
|
float MASKING;
|
||||||
|
float BILINEAR;
|
||||||
|
} param;
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
{
|
{
|
||||||
mat4 MVP;
|
mat4 MVP;
|
||||||
|
@ -13,14 +20,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
// Licensed MIT
|
// Licensed MIT
|
||||||
|
|
||||||
// set to true to interpolate in sRGB instead of a pseudo-perceptual colorspace
|
// set to true to interpolate in sRGB instead of a pseudo-perceptual colorspace
|
||||||
#define NOGAMMA false
|
#pragma parameter NOGAMMA "Interpolate in sRGB" 0.0 0.0 1.0 1.0
|
||||||
|
|
||||||
// set to true to compensate for 8px overscan masking
|
// set to true to compensate for 8px overscan masking
|
||||||
// Note: overscan compensation slightly alters (extremifies) the pixel aspect ratio of the game if said pixel aspect ratio is not exactly 1:1
|
// Note: overscan compensation slightly alters (extremifies) the pixel aspect ratio of the game if said pixel aspect ratio is not exactly 1:1
|
||||||
#define MASKING false
|
#pragma parameter MASKING "8px Overscan Masking" 0.0 0.0 1.0 1.0
|
||||||
|
|
||||||
// Do bilinear filtering instead of anti-aliased nearest neighbor filtering (used for debugging color)
|
// Do bilinear filtering instead of anti-aliased nearest neighbor filtering (used for debugging color)
|
||||||
#define BILINEAR false
|
#pragma parameter BILINEAR "Force Bilinear Filtering" 0.0 0.0 1.0 1.0
|
||||||
|
|
||||||
// http://i.imgur.com/kzwZkVf.png
|
// http://i.imgur.com/kzwZkVf.png
|
||||||
|
|
||||||
|
@ -69,7 +76,7 @@ vec3 linear2srgb(vec3 linear) {
|
||||||
#define BS 0.0722
|
#define BS 0.0722
|
||||||
|
|
||||||
vec3 rgb2vry(vec3 rgb) {
|
vec3 rgb2vry(vec3 rgb) {
|
||||||
if (NOGAMMA)
|
if (param.NOGAMMA == 1.0)
|
||||||
return rgb;
|
return rgb;
|
||||||
|
|
||||||
// https://en.wikipedia.org/wiki/Opponent_process
|
// https://en.wikipedia.org/wiki/Opponent_process
|
||||||
|
@ -87,7 +94,7 @@ vec3 rgb2vry(vec3 rgb) {
|
||||||
return vry;
|
return vry;
|
||||||
}
|
}
|
||||||
vec3 vry2rgb(vec3 vry) {
|
vec3 vry2rgb(vec3 vry) {
|
||||||
if (NOGAMMA)
|
if (param.NOGAMMA == 1.0)
|
||||||
return vry;
|
return vry;
|
||||||
|
|
||||||
// Magic.
|
// Magic.
|
||||||
|
@ -103,7 +110,7 @@ vec3 vry2rgb(vec3 vry) {
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 vry_interp(vec3 first, vec3 second, float frac) {
|
vec3 vry_interp(vec3 first, vec3 second, float frac) {
|
||||||
if (NOGAMMA)
|
if (param.NOGAMMA == 1.0)
|
||||||
return first*NOT(frac) + second*YES(frac);
|
return first*NOT(frac) + second*YES(frac);
|
||||||
|
|
||||||
// Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3)
|
// Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3)
|
||||||
|
@ -124,7 +131,7 @@ vec3 vry_interp(vec3 first, vec3 second, float frac) {
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 percent(float ssize, float tsize, float coord) {
|
vec3 percent(float ssize, float tsize, float coord) {
|
||||||
if (BILINEAR)
|
if (param.BILINEAR == 1.0)
|
||||||
tsize = ssize;
|
tsize = ssize;
|
||||||
|
|
||||||
float minfull = (coord*tsize - 0.5)/tsize*ssize;
|
float minfull = (coord*tsize - 0.5)/tsize*ssize;
|
||||||
|
@ -146,7 +153,7 @@ vec3 percent(float ssize, float tsize, float coord) {
|
||||||
void main() {
|
void main() {
|
||||||
vec2 viewportSize = global.OutputSize.xy;
|
vec2 viewportSize = global.OutputSize.xy;
|
||||||
vec2 gameCoord = vTexCoord;
|
vec2 gameCoord = vTexCoord;
|
||||||
if (MASKING) {
|
if (param.MASKING == 1.0) {
|
||||||
float hscale = viewportSize.x/global.SourceSize.x;
|
float hscale = viewportSize.x/global.SourceSize.x;
|
||||||
float vscale = viewportSize.y/global.SourceSize.y;
|
float vscale = viewportSize.y/global.SourceSize.y;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue