mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Merge pull request #48 from rz5/master
(glow) Enforce the R8G8B8A8_SRGB format from within the shaders
This commit is contained in:
commit
f029113ceb
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@ -1,45 +1,46 @@
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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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#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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#pragma format R8G8B8A8_SRGB
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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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@ -1,45 +1,45 @@
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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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#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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@ -1,54 +1,55 @@
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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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#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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#pragma format R8G8B8A8_SRGB
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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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@ -1,77 +1,78 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float BOOST;
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} param;
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#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02
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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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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(param.BOOST * scanline * 0.869565217391304, 1.0);
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}
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#version 450
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layout(push_constant) uniform Push
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{
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float BOOST;
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} param;
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#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02
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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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|
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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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#pragma format R8G8B8A8_SRGB
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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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|
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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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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(param.BOOST * scanline * 0.869565217391304, 1.0);
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}
|
||||
|
||||
|
|
|
@ -1,66 +1,67 @@
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#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;
|
||||
layout(location = 1) out float data_pix_no;
|
||||
layout(location = 2) out float data_one;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
data_pix_no = vTexCoord.x * global.SourceSize.x;
|
||||
data_one = global.SourceSize.z;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in float data_pix_no;
|
||||
layout(location = 2) in float data_one;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
float sinc(float x)
|
||||
{
|
||||
if (abs(x) < 0.001)
|
||||
return 1.0;
|
||||
|
||||
x *= PI;
|
||||
return sin(x) / x;
|
||||
}
|
||||
|
||||
#define BOOST 1.0
|
||||
|
||||
void main()
|
||||
{
|
||||
float texel = floor(data_pix_no);
|
||||
float phase = data_pix_no - texel;
|
||||
float base_phase = phase - 0.5;
|
||||
vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
for (int i = -2; i <= 2; i++)
|
||||
{
|
||||
float phase = base_phase - float(i);
|
||||
if (abs(phase) < 2.0)
|
||||
{
|
||||
float g = BOOST * sinc(phase) * sinc(0.5 * phase);
|
||||
col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
|
||||
}
|
||||
}
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
#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;
|
||||
layout(location = 1) out float data_pix_no;
|
||||
layout(location = 2) out float data_one;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
data_pix_no = vTexCoord.x * global.SourceSize.x;
|
||||
data_one = global.SourceSize.z;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in float data_pix_no;
|
||||
layout(location = 2) in float data_one;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
float sinc(float x)
|
||||
{
|
||||
if (abs(x) < 0.001)
|
||||
return 1.0;
|
||||
|
||||
x *= PI;
|
||||
return sin(x) / x;
|
||||
}
|
||||
|
||||
#define BOOST 1.0
|
||||
|
||||
void main()
|
||||
{
|
||||
float texel = floor(data_pix_no);
|
||||
float phase = data_pix_no - texel;
|
||||
float base_phase = phase - 0.5;
|
||||
vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y);
|
||||
|
||||
vec3 col = vec3(0.0);
|
||||
for (int i = -2; i <= 2; i++)
|
||||
{
|
||||
float phase = base_phase - float(i);
|
||||
if (abs(phase) < 2.0)
|
||||
{
|
||||
float g = BOOST * sinc(phase) * sinc(0.5 * phase);
|
||||
col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g;
|
||||
}
|
||||
}
|
||||
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,39 +1,40 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float INPUT_GAMMA;
|
||||
} param;
|
||||
|
||||
#pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(Source, vTexCoord).rgb;
|
||||
|
||||
FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0);
|
||||
}
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float INPUT_GAMMA;
|
||||
} param;
|
||||
|
||||
#pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02
|
||||
|
||||
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
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(Source, vTexCoord).rgb;
|
||||
|
||||
FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0);
|
||||
}
|
||||
|
|
|
@ -1,54 +1,54 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float BLOOM_STRENGTH;
|
||||
float OUTPUT_GAMMA;
|
||||
} param;
|
||||
|
||||
#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
|
||||
#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
vec4 CRTPassSize;
|
||||
} 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 = 1) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 2) uniform sampler2D CRTPass;
|
||||
|
||||
// For debugging
|
||||
#define BLOOM_ONLY 0
|
||||
|
||||
#define CRT_PASS CRTPass
|
||||
|
||||
void main()
|
||||
{
|
||||
#if BLOOM_ONLY
|
||||
vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
|
||||
#else
|
||||
|
||||
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
|
||||
vec3 bloom = texture(Source, vTexCoord).rgb;
|
||||
source += param.BLOOM_STRENGTH * bloom;
|
||||
#endif
|
||||
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0);
|
||||
}
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float BLOOM_STRENGTH;
|
||||
float OUTPUT_GAMMA;
|
||||
} param;
|
||||
|
||||
#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
|
||||
#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
vec4 CRTPassSize;
|
||||
} 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 = 1) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 2) uniform sampler2D CRTPass;
|
||||
|
||||
// For debugging
|
||||
#define BLOOM_ONLY 0
|
||||
|
||||
#define CRT_PASS CRTPass
|
||||
|
||||
void main()
|
||||
{
|
||||
#if BLOOM_ONLY
|
||||
vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
|
||||
#else
|
||||
|
||||
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
|
||||
vec3 bloom = texture(Source, vTexCoord).rgb;
|
||||
source += param.BLOOM_STRENGTH * bloom;
|
||||
#endif
|
||||
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0);
|
||||
}
|
||||
|
|
|
@ -1,42 +1,43 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float GLOW_WHITEPOINT;
|
||||
float GLOW_ROLLOFF;
|
||||
} param;
|
||||
|
||||
#pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02
|
||||
#pragma parameter GLOW_ROLLOFF "Glow Rolloff" 3.0 1.2 6.0 0.1
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
|
||||
vec3 factor = clamp(color / param.GLOW_WHITEPOINT, 0.0, 1.0);
|
||||
|
||||
FragColor = vec4(pow(factor, vec3(param.GLOW_ROLLOFF)), 1.0);
|
||||
}
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float GLOW_WHITEPOINT;
|
||||
float GLOW_ROLLOFF;
|
||||
} param;
|
||||
|
||||
#pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02
|
||||
#pragma parameter GLOW_ROLLOFF "Glow Rolloff" 3.0 1.2 6.0 0.1
|
||||
|
||||
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
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = 1.15 * texture(Source, vTexCoord).rgb;
|
||||
vec3 factor = clamp(color / param.GLOW_WHITEPOINT, 0.0, 1.0);
|
||||
|
||||
FragColor = vec4(pow(factor, vec3(param.GLOW_ROLLOFF)), 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue