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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
fix texcoord issue, add runtime toggle for split bar
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@ -31,7 +31,7 @@ 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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vTexCoord = TexCoord * 1.0004;
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}
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#pragma stage fragment
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@ -37,7 +37,7 @@ 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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vTexCoord = TexCoord * 1.0004;
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}
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#pragma stage fragment
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@ -19,6 +19,8 @@ layout(push_constant) uniform Push
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float BRIGHTNESS;
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float F_LUMA_LP;
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float HUE;
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float split;
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float split_line;
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} params;
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#pragma parameter FIR_SIZE "FIR Size" 29.0 1.0 50.0 1.0
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@ -27,6 +29,8 @@ layout(push_constant) uniform Push
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#pragma parameter BRIGHTNESS "Brightness" 1.0 0.0 2.0 0.01
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#pragma parameter F_LUMA_LP "F Luma LP" 0.16667 0.0001 0.333333 0.02
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#pragma parameter HUE "Hue" 0.0 0.0 1.0 0.01
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#pragma parameter split "Split Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter split_line "Split Line Location" 0.5 0.0 1.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -41,7 +45,7 @@ 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 * 1.001;
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vTexCoord = TexCoord * 1.0004;
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}
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#pragma stage fragment
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@ -50,6 +54,7 @@ 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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layout(set = 0, binding = 4) uniform sampler2D Pass2;
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layout(set = 0, binding = 5) uniform sampler2D Pass1;
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//Composite color artifact simulator
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//Change Buf A to change the input image.
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@ -160,15 +165,12 @@ void main()
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#elif(VIEW_MODE == SIGNAL)
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FragColor = 0.5 * texture(Pass2, uv / params.SourceSize.xy).rrrr+0.25;
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#elif(VIEW_MODE == SPLIT)
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if(uv.x < params.SourceSize.x/2.0)
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{
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FragColor = texture(Original, uv / params.SourceSize.xy);
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}
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else
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{
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FragColor = vec4(color, 0.);
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}
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#endif
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if(params.split > 0.5)
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{
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FragColor = vec4(texture(Pass1, uv / params.SourceSize.xy).r);
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}
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FragColor = (vTexCoord.x > params.split_line) ? vec4(color, 0.) : FragColor;
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}
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