mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
use feedback in crt-guest to smooth bloom transitions
This commit is contained in:
parent
6ffa629671
commit
ea23a0ab49
|
@ -29,8 +29,11 @@ layout(push_constant) uniform Push
|
||||||
vec4 OutputSize;
|
vec4 OutputSize;
|
||||||
uint FrameCount;
|
uint FrameCount;
|
||||||
float grade;
|
float grade;
|
||||||
|
float mixfactor;
|
||||||
} params;
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
|
||||||
|
|
||||||
#pragma parameter grade "Blooming grade" 0.70 0.10 1.0 0.05
|
#pragma parameter grade "Blooming grade" 0.70 0.10 1.0 0.05
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
@ -53,12 +56,17 @@ void main()
|
||||||
layout(location = 0) in vec2 vTexCoord;
|
layout(location = 0) in vec2 vTexCoord;
|
||||||
layout(location = 0) out vec4 FragColor;
|
layout(location = 0) out vec4 FragColor;
|
||||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
|
layout(set = 0, binding = 3) uniform sampler2D PassFeedback3;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float mip_level = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
|
float mip_level = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
|
||||||
|
vec4 current = pow(textureLod(Source, vTexCoord, 8), vec4(2.2));
|
||||||
|
vec4 fdback = pow(textureLod(PassFeedback3, vTexCoord, 8), vec4(2.2));
|
||||||
|
vec4 mixed = (1.0 - params.mixfactor) * current + params.mixfactor * fdback;
|
||||||
|
mixed = pow(mixed, vec4(1.0 / 2.2));
|
||||||
float black_compensation = (params.SourceSize.x*params.SourceSize.y)/(params.SourceSize.x*params.SourceSize.y);
|
float black_compensation = (params.SourceSize.x*params.SourceSize.y)/(params.SourceSize.x*params.SourceSize.y);
|
||||||
float lum = length(textureLod(Source, vTexCoord.xy, mip_level).rgb * black_compensation);
|
float lum = length(mixed.rgb * black_compensation);
|
||||||
lum = lum * inversesqrt(3.0);
|
lum = lum * inversesqrt(3.0);
|
||||||
FragColor = vec4(pow(lum, params.grade));
|
FragColor = vec4(pow(lum, params.grade));
|
||||||
}
|
}
|
Loading…
Reference in a new issue