mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Port crt-consumer to slang (#338)
* Add crt-consumer slang preset * Port crt-consumer to slang
This commit is contained in:
parent
0aff10aa3e
commit
feb1fcaee0
9
crt/crt-consumer.slangp
Normal file
9
crt/crt-consumer.slangp
Normal file
|
@ -0,0 +1,9 @@
|
|||
shaders = "1"
|
||||
shader0 = "shaders/crt-consumer.slang"
|
||||
filter_linear0 = "true"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = ""
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "false"
|
||||
|
464
crt/shaders/crt-consumer.slang
Normal file
464
crt/shaders/crt-consumer.slang
Normal file
|
@ -0,0 +1,464 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
// Parameter lines go here:
|
||||
#pragma parameter blurx "Convergence X" 0.25 -2.0 2.0 0.05
|
||||
#pragma parameter blury "Convergence Y" -0.15 -2.0 2.0 0.05
|
||||
#pragma parameter warpx "Curvature X" 0.03 0.0 0.12 0.01
|
||||
#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
|
||||
#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
|
||||
#pragma parameter smoothness "Border Smoothness" 400.0 25.0 600.0 5.0
|
||||
#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
|
||||
#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
|
||||
#pragma parameter beamlow "Scanlines dark" 1.35 0.5 2.5 0.05
|
||||
#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
|
||||
#pragma parameter brightboost1 "Bright boost dark pixels" 1.1 0.0 3.0 0.05
|
||||
#pragma parameter brightboost2 "Bright boost bright pixels" 1.05 0.0 3.0 0.05
|
||||
#pragma parameter Shadowmask "Mask Type" 7.0 -1.0 8.0 1.0
|
||||
#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
|
||||
#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
|
||||
#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
|
||||
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
|
||||
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
|
||||
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
|
||||
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
|
||||
#pragma parameter GAMMA_IN "Gamma In" 2.5 0.0 4.0 0.1
|
||||
#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
|
||||
#pragma parameter glow "Glow Strength" 0.05 0.0 0.5 0.01
|
||||
#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
|
||||
#pragma parameter sat "Saturation" 1.1 0.0 2.0 0.05
|
||||
#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
|
||||
#pragma parameter nois "Noise" 0.0 0.0 32.0 1.0
|
||||
#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
|
||||
#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter vpower "Vignette Power" 0.2 0.0 1.0 0.01
|
||||
#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
|
||||
#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
|
||||
float blurx;
|
||||
float blury;
|
||||
float warpx;
|
||||
float warpy;
|
||||
float corner;
|
||||
float smoothness;
|
||||
float scanlow;
|
||||
float scanhigh;
|
||||
float beamlow;
|
||||
float beamhigh;
|
||||
float brightboost1;
|
||||
float brightboost2;
|
||||
float Shadowmask;
|
||||
float masksize;
|
||||
float MaskDark;
|
||||
float MaskLight;
|
||||
float slotmask;
|
||||
float slotwidth;
|
||||
float double_slot;
|
||||
float slotms;
|
||||
float GAMMA_IN;
|
||||
float GAMMA_OUT;
|
||||
float glow;
|
||||
float Size;
|
||||
float sat;
|
||||
float contrast;
|
||||
float nois;
|
||||
float WP;
|
||||
float inter;
|
||||
float vignette;
|
||||
float vpower;
|
||||
float vstr;
|
||||
float alloff;
|
||||
} 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 * 1.001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define iTime (float(params.FrameCount) / 2.0)
|
||||
#define iTimer (float(params.FrameCount) / 60.0)
|
||||
|
||||
vec2 Warp(vec2 pos)
|
||||
{
|
||||
pos = pos * 2.0 - 1.0;
|
||||
pos *= vec2(1.0 + (pos.y * pos.y) * global.warpx, 1.0 + (pos.x * pos.x) * global.warpy);
|
||||
return pos * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
float sw(vec3 x, vec3 color)
|
||||
{
|
||||
float scan = mix(global.scanlow, global.scanhigh, x.y);
|
||||
vec3 tmp = mix(vec3(global.beamlow, global.beamlow, global.beamlow),
|
||||
vec3(global.beamhigh, global.beamhigh, global.beamhigh),
|
||||
color);
|
||||
vec3 ex = x * tmp;
|
||||
return exp2(-scan * ex.y * ex.y);
|
||||
}
|
||||
|
||||
vec3 mask(vec2 x, vec3 col, float l)
|
||||
{
|
||||
x = floor(x / global.masksize);
|
||||
|
||||
if (global.Shadowmask == 0.0)
|
||||
{
|
||||
float m = fract(x.x * 0.4999);
|
||||
if (m < 0.4999) return vec3(1.0, global.MaskDark, 1.0);
|
||||
else return vec3(global.MaskDark, 1.0, global.MaskDark);
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 1.0)
|
||||
{
|
||||
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
|
||||
float line = global.MaskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (fract(x.x / 6.0) < 0.5) odd = 1.0;
|
||||
if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
|
||||
|
||||
float m = fract(x.x / 3.0);
|
||||
if (m < 0.333) Mask.b = global.MaskLight;
|
||||
else if (m < 0.666) Mask.g = global.MaskLight;
|
||||
else Mask.r = global.MaskLight;
|
||||
|
||||
Mask *= line;
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 2.0)
|
||||
{
|
||||
float m = fract(x.x*0.3333);
|
||||
if (m < 0.3333) return vec3(global.MaskDark, global.MaskDark, global.MaskLight);
|
||||
if (m < 0.6666) return vec3(global.MaskDark, global.MaskLight, global.MaskDark);
|
||||
else return vec3(global.MaskLight, global.MaskDark, global.MaskDark);
|
||||
}
|
||||
|
||||
if (global.Shadowmask == 3.0)
|
||||
{
|
||||
float m = fract(x.x * 0.5);
|
||||
if (m < 0.5) return vec3(1.0, 1.0, 1.0);
|
||||
else return vec3(global.MaskDark, global.MaskDark, global.MaskDark);
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 4.0)
|
||||
{
|
||||
vec3 Mask = vec3(col.rgb);
|
||||
float line = global.MaskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (fract(x.x / 4.0) < 0.5) odd = 1.0;
|
||||
if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
|
||||
|
||||
float m = fract(x.x / 2.0);
|
||||
if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
|
||||
else Mask.g = 1.0;
|
||||
|
||||
Mask *= line;
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 5.0)
|
||||
{
|
||||
vec3 Mask = vec3(1.0, 1.0, 1.0);
|
||||
|
||||
if (fract(x.x / 4.0) < 0.5)
|
||||
{
|
||||
if (fract(x.y / 3.0) < 0.666)
|
||||
{
|
||||
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
|
||||
else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
|
||||
}
|
||||
else Mask *= l;
|
||||
}
|
||||
else if (fract(x.x / 4.0) >= 0.5)
|
||||
{
|
||||
if (fract(x.y / 3.0) > 0.333)
|
||||
{
|
||||
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
|
||||
else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
|
||||
}
|
||||
else Mask *= l;
|
||||
}
|
||||
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 6.0)
|
||||
{
|
||||
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
|
||||
if (fract(x.x / 6.0) < 0.5)
|
||||
{
|
||||
if (fract(x.y / 4.0) < 0.75)
|
||||
{
|
||||
if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
|
||||
else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
|
||||
else Mask.b = global.MaskLight;
|
||||
}
|
||||
else Mask * l * 0.9;
|
||||
}
|
||||
else if (fract(x.x / 6.0) >= 0.5)
|
||||
{
|
||||
if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25)
|
||||
{
|
||||
if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
|
||||
else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
|
||||
else Mask.b = global.MaskLight;
|
||||
}
|
||||
else Mask * l * 0.9;
|
||||
}
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 7.0)
|
||||
{
|
||||
float m = fract(x.x * 0.3333);
|
||||
|
||||
if (m < 0.3333) return vec3(global.MaskDark, global.MaskLight, global.MaskLight * col.b); //Cyan
|
||||
if (m < 0.6666) return vec3(global.MaskLight * col.r, global.MaskDark, global.MaskLight); //Magenta
|
||||
else return vec3(global.MaskLight, global.MaskLight * col.g, global.MaskDark); //Yellow
|
||||
}
|
||||
|
||||
else if (global.Shadowmask == 8.0)
|
||||
{
|
||||
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
|
||||
|
||||
float bright = global.MaskLight;
|
||||
float left = 0.0;
|
||||
if (fract(x.x / 6.0) < 0.5) left = 1.0;
|
||||
|
||||
float m = fract(x.x / 3.0);
|
||||
if (m < 0.333) Mask.b = 0.9;
|
||||
else if (m < 0.666) Mask.g = 0.9;
|
||||
else Mask.r = 0.9;
|
||||
|
||||
if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0)
|
||||
Mask *= bright;
|
||||
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else return vec3(1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
float SlotMask(vec2 pos, vec3 c)
|
||||
{
|
||||
if (global.slotmask == 0.0) return 1.0;
|
||||
|
||||
pos = floor(pos / global.slotms);
|
||||
float mx = pow(max(max(c.r, c.g), c.b), 1.33);
|
||||
float mlen = global.slotwidth * 2.0;
|
||||
float px = fract(pos.x / mlen);
|
||||
float py = floor(fract(pos.y / (2.0 * global.double_slot)) * 2.0 * global.double_slot);
|
||||
float slot_dark = mix(1.0 - global.slotmask, 1.0 - 0.80 * global.slotmask, mx);
|
||||
float slot = 1.0 + 0.7 * global.slotmask * (1.0 - mx);
|
||||
|
||||
if (py == 0.0 && px < 0.5) slot = slot_dark;
|
||||
else if (py == global.double_slot && px >= 0.5) slot = slot_dark;
|
||||
|
||||
return slot;
|
||||
}
|
||||
|
||||
mat4 contrastMatrix(float contrast)
|
||||
{
|
||||
float t = (1.0 - global.contrast) / 2.0;
|
||||
|
||||
return mat4(global.contrast, 0, 0, 0,
|
||||
0, global.contrast, 0, 0,
|
||||
0, 0, global.contrast, 0,
|
||||
t, t, t, 1);
|
||||
}
|
||||
|
||||
mat3 vign(float l)
|
||||
{
|
||||
vec2 vpos = vTexCoord;
|
||||
vpos *= 1.0 - vpos.xy;
|
||||
|
||||
float vig = vpos.x * vpos.y * global.vstr;
|
||||
vig = min(pow(vig, global.vpower), 1.0);
|
||||
if (global.vignette == 0.0) vig = 1.0;
|
||||
|
||||
return mat3(vig, 0, 0,
|
||||
0, vig, 0,
|
||||
0, 0, vig);
|
||||
}
|
||||
|
||||
vec3 saturation(vec3 textureColor)
|
||||
{
|
||||
float luminance = length(textureColor.rgb) * 0.5775;
|
||||
|
||||
vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1);
|
||||
if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
|
||||
+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
|
||||
|
||||
luminance = dot(textureColor.rgb, luminanceWeighting);
|
||||
vec3 greyScaleColor = vec3(luminance, luminance, luminance);
|
||||
|
||||
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, global.sat));
|
||||
return res;
|
||||
}
|
||||
|
||||
vec3 glow0 (vec2 texcoord, vec3 col)
|
||||
{
|
||||
vec3 sum = vec3(0.0, 0.0, 0.0);
|
||||
float blurSize = global.Size / 1024.0;
|
||||
|
||||
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y)).rgb * 0.1;
|
||||
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x, texcoord.y)).rgb * 0.16;
|
||||
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y)).rgb * 0.1;
|
||||
|
||||
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
|
||||
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
|
||||
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
|
||||
|
||||
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
|
||||
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
|
||||
|
||||
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
|
||||
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
|
||||
|
||||
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
|
||||
|
||||
sum += texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize)).rgb * 0.1;
|
||||
sum += texture(Source, vec2(texcoord.x, texcoord.y - blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x, texcoord.y + blurSize)).rgb * 0.13;
|
||||
sum += texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize)).rgb * 0.1;
|
||||
|
||||
return sum * global.glow;
|
||||
}
|
||||
|
||||
float noise(vec2 co)
|
||||
{
|
||||
return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float corner0(vec2 coord)
|
||||
{
|
||||
coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5);
|
||||
coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, params.SourceSize.y / params.SourceSize.x);
|
||||
|
||||
vec2 cdist = vec2(global.corner, global.corner);
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
return clamp((cdist.x - dist) * global.smoothness, 0.0, 1.0);
|
||||
}
|
||||
|
||||
const mat3 D65_to_XYZ = mat3(
|
||||
0.4306190, 0.2220379, 0.0201853,
|
||||
0.3415419, 0.7066384, 0.1295504,
|
||||
0.1783091, 0.0713236, 0.9390944);
|
||||
|
||||
const mat3 XYZ_to_D65 = mat3(
|
||||
3.0628971, -0.9692660, 0.0678775,
|
||||
-1.3931791, 1.8760108, -0.2288548,
|
||||
-0.4757517, 0.0415560, 1.0693490);
|
||||
|
||||
const mat3 D50_to_XYZ = mat3(
|
||||
0.4552773, 0.2323025, 0.0145457,
|
||||
0.3675500, 0.7077956, 0.1049154,
|
||||
0.1413926, 0.0599019, 0.7057489);
|
||||
|
||||
const mat3 XYZ_to_D50 = mat3(
|
||||
2.9603944, -0.9787684, 0.0844874,
|
||||
-1.4678519, 1.9161415, -0.2545973,
|
||||
-0.4685105, 0.0334540, 1.4216174);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos = Warp(vTexCoord.xy * (params.OutputSize.xy / params.SourceSize.xy) * (params.SourceSize.xy / params.OutputSize.xy));
|
||||
vec2 tex_size = params.SourceSize.xy;
|
||||
if (global.inter < 0.5 && params.SourceSize.y > 400.0) tex_size *= 0.5;
|
||||
|
||||
vec2 pC4 = (pos + 0.5 / tex_size.xy);
|
||||
vec2 fp = fract(pos * tex_size.xy);
|
||||
if (global.inter > 0.5 && params.SourceSize.y > 400.0) fp.y = 1.0;
|
||||
vec4 res = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (global.alloff == 1.0)
|
||||
res = texture(Source, pC4);
|
||||
else
|
||||
{
|
||||
vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blurx / 1000.0)).rgb;
|
||||
vec3 sample2 = texture(Source, pC4).rgb;
|
||||
vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blurx / 1000.0)).rgb;
|
||||
|
||||
vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
|
||||
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
|
||||
sample2.b * 0.5 + sample3.b * 0.5);
|
||||
|
||||
//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
|
||||
if (global.WP != 0.0)
|
||||
{
|
||||
vec3 warmer = D50_to_XYZ * color;
|
||||
warmer = XYZ_to_D65 * warmer;
|
||||
|
||||
vec3 cooler = D65_to_XYZ * color;
|
||||
cooler = XYZ_to_D50 * cooler;
|
||||
|
||||
float m = abs(global.WP) / 100.0;
|
||||
vec3 comp = (global.WP < 0.0) ? cooler : warmer;
|
||||
comp = clamp(comp, 0.0, 1.0);
|
||||
|
||||
color = vec3(mix(color, comp, m));
|
||||
}
|
||||
|
||||
color = pow(color, vec3(global.GAMMA_IN, global.GAMMA_IN, global.GAMMA_IN));
|
||||
|
||||
float lum = color.r * 0.4 + color.g * 0.5 + color.b * 0.1;
|
||||
|
||||
float f = fp.y;
|
||||
vec3 f1 = vec3(f, f, f);
|
||||
|
||||
color = color * sw(f1,color) + color * sw(1.0 - f1,color);
|
||||
|
||||
color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum);
|
||||
if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
|
||||
|
||||
color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
|
||||
|
||||
color = pow(color,vec3(1.0 / global.GAMMA_OUT));
|
||||
|
||||
if (global.glow != 0.0) color += glow0(pC4,color);
|
||||
if (global.sat != 1.0) color = saturation(color);
|
||||
if (global.corner != 0.0) color *= corner0(pC4);
|
||||
if (global.nois != 0.0) color *= 1.0 + noise(pC4 * 2.0) / global.nois;
|
||||
|
||||
res = vec4(color, 1.0);
|
||||
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
|
||||
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
|
||||
res.rgb *= vign(lum);
|
||||
}
|
||||
|
||||
FragColor = res;
|
||||
}
|
Loading…
Reference in a new issue