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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
add ambient-glow border and apply dotmask in linear gamma
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1cab4ec61f
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11
border/ambient-glow.slangp
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11
border/ambient-glow.slangp
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shaders = 2
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shader0 = ../motionblur/shaders/feedback.slang
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filter_linear0 = true
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shader1 = shaders/ambient-glow.slang
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filter_linear1 = true
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mipmap_input1 = true
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parameters = "mixfactor;aspect_x;integer_scale;OS_MASK_TOP;OS_MASK_BOTTOM"
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mixfactor = 0.95
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117
border/shaders/ambient-glow.slang
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117
border/shaders/ambient-glow.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float integer_scale;
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float overscale;
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float effect;
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float scanline_toggle;
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float SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_B;
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float interp_toggle;
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float OS_MASK_TOP;
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float OS_MASK_BOTTOM;
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float OS_MASK_LEFT;
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float OS_MASK_RIGHT;
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float aspect_x;
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float aspect_y;
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} params;
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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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} global;
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#pragma parameter effect "Glow Brightness" 1.0 0.1 3.0 0.1
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#pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0
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#pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0
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#pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0
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#pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0
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#pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0
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#pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.00 0.0 0.10 0.01
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.15 0.0 1.0 0.05
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#pragma parameter OS_MASK_TOP "Overscan Mask Top" 0.0 0.0 1.0 0.005
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#pragma parameter OS_MASK_BOTTOM "Overscan Mask Bottom" 0.0 0.0 1.0 0.005
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#pragma parameter OS_MASK_LEFT "Overscan Mask Left" 0.0 0.0 1.0 0.005
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#pragma parameter OS_MASK_RIGHT "Overscan Mask Right" 0.0 0.0 1.0 0.005
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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 border_coord;
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layout(location = 1) out vec2 screen_coord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 out_res = params.OutputSize.xy;
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vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0)
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* vec2(params.SourceSize.y / params.SourceSize.x, 1.0);
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float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y /
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params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y;
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vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale;
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vec2 middle = vec2(0.49999, 0.49999);
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vec2 diff = TexCoord.xy - middle;
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screen_coord = middle + diff * scale;
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border_coord = TexCoord.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 border_coord;
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layout(location = 1) in vec2 screen_coord;
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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vec4 scanline(vec2 coord, vec4 frame)
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{
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vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y);
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vec2 sine_comp = vec2(params.SCANLINE_SINE_COMP_A, params.SCANLINE_SINE_COMP_B);
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vec3 res = frame.xyz;
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vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0)));
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return vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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vec2 interp_coord(vec2 coord, vec2 texture_size)
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{
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vec2 p = coord.xy;
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p = p * texture_size.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
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f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0));
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size;
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return p;
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}
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vec4 border(vec2 screen_coord, vec2 border_coord, vec2 texture_size, vec2 video_size,
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vec2 output_size, float frame_count, sampler2D decal)
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{
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vec4 background;
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vec4 color = texture(Source, border_coord, 10.0) * 1.25 + 0.125; // use mipmapping to get an average of the entire screen
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background = color * color * params.effect;
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vec2 coord = (params.interp_toggle < 0.5) ? screen_coord : interp_coord(screen_coord, texture_size);
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vec4 frame = texture(decal, coord);
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frame = (params.scanline_toggle > 0.5) ? scanline(coord, frame) : frame;
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vec2 fragcoord = (coord.xy);
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if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT &&
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fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP)
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return frame;
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else return background;
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}
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void main()
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{
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FragColor = border(screen_coord, border_coord, params.SourceSize.xy, params.SourceSize.xy,
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params.OutputSize.xy, float(params.FrameCount), Original);
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}
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@ -95,7 +95,7 @@ vec3 Mask(vec2 pos){
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb;
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vec3 res = pow(texture(Source, vTexCoord).rgb, vec3(2.2));
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float mask = 1.0 - global.DOTMASK_STRENGTH;
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@ -110,5 +110,5 @@ if (global.shadowMask == 0) {
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else {
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res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
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}
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FragColor = vec4(res, 1.0);
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FragColor = vec4(pow(res, vec3(1.0/2.2)), 1.0);
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}
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