mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
(crtglow) Translated the glow set of shaders and their associated
presets.
This commit is contained in:
parent
41769642e4
commit
efd79721cb
38
crt/shaders/crtglow_gauss.slangp
Normal file
38
crt/shaders/crtglow_gauss.slangp
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shaders = 7
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shader0 = shaders/glow/linearize.slang
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filter_linear0 = false
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srgb_framebuffer0 = true
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shader1 = shaders/glow/gauss_horiz.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_type_y1 = source
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scale_x0 = 1.0
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scale_y0 = 1.0
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srgb_framebuffer1 = true
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shader2 = shaders/glow/gauss_vert.slang
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filter_linear2 = false
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scale_type2 = viewport
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scale2 = 1.0
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srgb_framebuffer2 = true
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shader3 = shaders/glow/threshold.slang
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filter_linear3 = false
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srgb_framebuffer3 = true
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shader4 = shaders/glow/blur_horiz.slang
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mipmap_input4 = true
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filter_linear4 = true
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scale_type4 = source
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scale4 = 0.25
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srgb_framebuffer4 = true
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shader5 = shaders/glow/blur_vert.slang
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filter_linear5 = true
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srgb_framebuffer5 = true
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shader6 = shaders/glow/resolve.slang
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filter_linear6 = true
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49
crt/shaders/crtglow_gauss_ntsc_3phase.slangp
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49
crt/shaders/crtglow_gauss_ntsc_3phase.slangp
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shaders = 8
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shader0 = ../ntsc/shaders/ntsc-pass1-composite-3phase.slang
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filter_linear0 = false
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scale_type0 = source
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scale_x0 = 4.0
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scale_y0 = 1.0
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frame_count_mod0 = 2
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float_framebuffer0 = true
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shader1 = ../ntsc/shaders/ntsc-pass2-3phase-linear.slang
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scale_type1 = source
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scale_x1 = 0.5
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scale_y1 = 1.0
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filter_linear1 = false
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srgb_framebuffer1 = true
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shader2 = shaders/glow/gauss_horiz.slang
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filter_linear2 = false
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scale_type_x2 = viewport
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scale_type_y2 = source
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scale_x = 1.0
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scale_y = 1.0
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srgb_framebuffer2 = true
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shader3 = shaders/glow/gauss_vert.slang
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filter_linear3 = false
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scale_type3 = viewport
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scale3 = 1.0
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srgb_framebuffer3 = true
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shader4 = shaders/glow/threshold.slang
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filter_linear4 = false
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srgb_framebuffer4 = true
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shader5 = shaders/glow/blur_horiz.slang
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mipmap_input5 = true
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filter_linear5 = true
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scale_type5 = source
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scale5 = 0.25
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srgb_framebuffer5 = true
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shader6 = shaders/glow/blur_vert.slang
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filter_linear6 = true
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srgb_framebuffer6 = true
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shader7 = shaders/glow/resolve.slang
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filter_linear7 = true
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38
crt/shaders/crtglow_lanczos.slangp
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38
crt/shaders/crtglow_lanczos.slangp
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shaders = 7
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shader0 = shaders/glow/linearize.slang
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filter_linear0 = false
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srgb_framebuffer0 = true
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shader1 = shaders/glow/lanczos_horiz.slang
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_type_y1 = source
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scale_x = 1.0
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scale_y = 1.0
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srgb_framebuffer1 = true
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shader2 = shaders/glow/gauss_vert.slang
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filter_linear2 = false
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scale_type2 = viewport
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scale2 = 1.0
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srgb_framebuffer2 = true
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shader3 = shaders/glow/threshold.slang
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filter_linear3 = false
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srgb_framebuffer3 = true
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shader4 = shaders/glow/blur_horiz.slang
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mipmap_input4 = true
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filter_linear4 = true
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scale_type4 = source
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scale4 = 0.25
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srgb_framebuffer4 = true
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shader5 = shaders/glow/blur_vert.slang
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filter_linear5 = true
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srgb_framebuffer5 = true
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shader6 = shaders/glow/resolve.slang
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filter_linear6 = true
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45
crt/shaders/glow/blur_horiz.slang
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45
crt/shaders/glow/blur_horiz.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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#include "blur_params.inc"
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dx = 4.0 * global.SourceSize.z; // Mipmapped
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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5
crt/shaders/glow/blur_params.inc
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5
crt/shaders/glow/blur_params.inc
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// Higher value, more centered glow.
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// Lower values might need more taps.
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#define GLOW_FALLOFF 0.35
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#define TAPS 4
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45
crt/shaders/glow/blur_vert.slang
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45
crt/shaders/glow/blur_vert.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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#include "blur_params.inc"
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dy = global.SourceSize.w;
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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54
crt/shaders/glow/gauss_horiz.slang
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54
crt/shaders/glow/gauss_horiz.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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layout(location = 1) out float data_pix_no;
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layout(location = 2) out float data_one;
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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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data_pix_no = vTexCoord.x * global.SourceSize.x;
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data_one = global.SourceSize.z;
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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 = 1) in float data_pix_no;
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layout(location = 2) in float data_one;
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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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#define INV_SQRT_2_PI 0.38 // Doesn't have to be accurate.
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#define HORIZ_GAUSS_WIDTH 0.5
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void main()
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{
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase.x - 0.5;
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vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0.0);
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for (int i = -2; i <= 2; i++)
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{
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float phase = base_phase - float(i);
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float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (HORIZ_GAUSS_WIDTH * HORIZ_GAUSS_WIDTH)) / HORIZ_GAUSS_WIDTH;
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col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
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}
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FragColor = vec4(col, 1.0);
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}
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72
crt/shaders/glow/gauss_vert.slang
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72
crt/shaders/glow/gauss_vert.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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layout(location = 1) out vec2 data_pix_no;
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layout(location = 2) out float data_one;
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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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data_pix_no = vTexCoord * global.SourceSize.xy - vec2(0.0, 0.5);
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data_one = global.SourceSize.w;
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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 = 1) in vec2 data_pix_no;
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layout(location = 2) in float data_one;
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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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#define CRT_GEOM_BEAM 1
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vec3 beam(vec3 color, float dist)
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{
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#if CRT_GEOM_BEAM
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vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0));
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vec3 weights = vec3(abs(dist) * 3.333333333);
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return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#else
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float reciprocal_width = 4.0;
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vec3 x = dist * reciprocal_width;
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return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
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#endif
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}
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#define COLOR_BOOST 1.0
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void main()
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{
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vec2 texel = floor(data_pix_no);
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float phase = data_pix_no.y - texel.y;
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vec2 tex = vec2(texel + 0.5) * global.SourceSize.zw;
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vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb;
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vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb;
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float dist0 = phase;
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float dist1 = 1.0 - phase;
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vec3 scanline = vec3(0.0);
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scanline += beam(top, dist0);
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scanline += beam(bottom, dist1);
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FragColor = vec4(COLOR_BOOST * scanline * 0.869565217391304, 1.0);
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}
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66
crt/shaders/glow/lanczos_horiz.slang
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66
crt/shaders/glow/lanczos_horiz.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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layout(location = 1) out float data_pix_no;
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layout(location = 2) out float data_one;
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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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data_pix_no = vTexCoord.x * global.SourceSize.x;
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data_one = global.SourceSize.z;
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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 = 1) in float data_pix_no;
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layout(location = 2) in float data_one;
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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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#define PI 3.14159265359
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float sinc(float x)
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{
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if (abs(x) < 0.001)
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return 1.0;
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x *= PI;
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return sin(x) / x;
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}
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#define BOOST 1.0
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void main()
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{
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float texel = floor(data_pix_no);
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float phase = data_pix_no - texel;
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float base_phase = phase - 0.5;
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vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
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vec3 col = vec3(0.0);
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for (int i = -2; i <= 2; i++)
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{
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float phase = base_phase - float(i);
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if (abs(phase) < 2.0)
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{
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float g = BOOST * sinc(phase) * sinc(0.5 * phase);
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col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
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}
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}
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FragColor = vec4(col, 1.0);
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}
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34
crt/shaders/glow/linearize.slang
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34
crt/shaders/glow/linearize.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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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#define INPUT_GAMMA 2.4
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void main()
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{
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vec3 color = texture(Source, vTexCoord).rgb;
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FragColor = vec4(pow(color, vec3(INPUT_GAMMA)), 1.0);
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}
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53
crt/shaders/glow/resolve.slang
Normal file
53
crt/shaders/glow/resolve.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 PassOutputSize4;
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} global;
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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;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 1) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
|
||||
|
||||
// For debugging
|
||||
#define BLOOM_ONLY 0
|
||||
|
||||
#define BLOOM_STRENGTH 0.45
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
|
||||
#define CRT_PASS PassOutput4
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord);
|
||||
tex = (tex + 0.5) * global.PassOutputSize4.zw;
|
||||
|
||||
#if BLOOM_ONLY
|
||||
vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb;
|
||||
#else
|
||||
|
||||
/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
|
||||
vec3 source = 1.15 * texture(CRT_PASS, tex).rgb;
|
||||
vec3 bloom = texture(Source, tex).rgb;
|
||||
source += BLOOM_STRENGTH * bloom;
|
||||
#endif
|
||||
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
|
||||
}
|
36
crt/shaders/glow/threshold.slang
Normal file
36
crt/shaders/glow/threshold.slang
Normal file
|
@ -0,0 +1,36 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define GLOW_WHITEPOINT 1.0
|
||||
#define GLOW_ROLLOFF 3.0
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
|
||||
vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0);
|
||||
|
||||
FragColor = vec4(pow(factor, vec3(GLOW_ROLLOFF)), 1.0);
|
||||
}
|
Loading…
Reference in a new issue