#version 450 /* Phosphor Afterglow Shader Copyright (C) 2018 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SW; float AR; float PR; float AG; float PG; float AB; float PB; float sat; float GTH; } params; #pragma parameter SW "Afterglow switch ON/OFF" 1.0 0.0 1.0 1.0 #pragma parameter AR "Afterglow Red (more is more)" 0.07 0.0 1.0 0.01 #pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01 #pragma parameter AG "Afterglow Green" 0.07 0.0 1.0 0.01 #pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01 #pragma parameter AB "Afterglow Blue" 0.07 0.0 1.0 0.01 #pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01 #pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01 #pragma parameter GTH "Afterglow threshold" 5.0 0.0 255.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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; layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; #define eps 1e-4 vec3 afterglow(float number) { return vec3(params.AR, params.AG, params.AB)*exp2(-vec3(params.PR, params.PG, params.PB)*vec3(number*number)); } void main() { vec3 color = texture(Source, vTexCoord.xy).rgb; vec3 color1 = texture(OriginalHistory1, vTexCoord.xy).rgb * afterglow(1.0); vec3 color2 = texture(OriginalHistory2, vTexCoord.xy).rgb * afterglow(2.0); vec3 color3 = texture(OriginalHistory3, vTexCoord.xy).rgb * afterglow(3.0); vec3 color4 = texture(OriginalHistory4, vTexCoord.xy).rgb * afterglow(4.0); vec3 color5 = texture(OriginalHistory5, vTexCoord.xy).rgb * afterglow(5.0); vec3 color6 = texture(OriginalHistory6, vTexCoord.xy).rgb * afterglow(6.0); vec3 glow = color1 + color2 + color3 + color4 + color5 + color6; float l = length(glow); glow = normalize(pow(glow + vec3(eps), vec3(params.sat)))*l; float w = 1.0; if ((color.r + color.g + color.b) > params.GTH/255.0) w = 0.0; FragColor = vec4(color + params.SW*w*glow,1.0); }