#version 450 #include "config.inc" //Dumbify glow under this treshold. #define GLOW_SHARP_MAX_ALTERNATE -2.0 #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 glow_h_inside_interval; layout(location = 2) out float vDoInGlowBias; layout(location = 3) out float vGlow_Gain; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord ; // If * at least one sharpness is lower than the max // * we dont want just blur // * we don't want to show ntsc artifact masks if we're doing ntsc artifacts // Then do in glow bias vDoInGlowBias = float ( IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (abs(IN_GLOW_W) < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) && (DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK < 1.5) ); glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE); vGlow_Gain = mix(1.0, IN_GLOW_POWER, DO_CCORRECTION); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float glow_h_inside_interval; layout(location = 2) in float vDoInGlowBias; layout(location = 3) in float vGlow_Gain; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass; layout(set = 0, binding = 6) uniform sampler2D Source; #include "includes/functions.include.slang" vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){ vec3 pixel_source = texture(source_tex, co).rgb; pixel_source = pixel_source * vGlow_Gain; vec3 glow_light = pixel_glowed - pixel_source; glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0); //glow_light = pow(glow_light, vec3(SERVICE1)); vec3 proper_glow = glow_light * glow_light + pixel_source; return mix(proper_glow, pixel_glowed, max(0.0, bias)); } vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) { if (use_gauss) return blur9_y(texture_in, co, sourcesize.xy, sharpness); else { //Compute subtractive sharpening via blur sharpness strength: //For sharpness 0.45, no unsharp mask //For sharpness 0.8, 0.65 unsharp mask //float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836); float in_glow_h = abs(IN_GLOW_H); in_glow_h = max(in_glow_h, MIN_IN_GLOW_SHARP); float sharp_sub = 0.8125 * in_glow_h; sharp_sub = clamp(sharp_sub, 0.0,1.0); return blur9_y_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub); } } /* vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){ //Create a dilated and an eroded image, then mix between them via the blurred color. vec3 pixel_source = texture(source_tex, co).rgb; pixel_source = pixel_source * IN_GLOW_POWER; vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0); vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0); vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0); vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ; vec3 pixel_dilated = pixel_source + glow_light ; vec3 pixel_eroded = pixel_source - pixel_dark ; //Dilate or erode depending on blurred brightness: vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed); //Unsharp mask: float sharpamt = 0.5; pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt); pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt); return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias)); //return mix(pixel_out, pixel_glowed, max(0.0, bias)); } */ void main() { if (DO_IN_GLOW == 0.0) { if ( DELTA_RENDER == 1.0) { float original_unchanged = texture(Source,vTexCoord).a; vec3 color = texture(shift_and_bleed_pass, vTexCoord).rgb * vGlow_Gain; FragColor = vec4(color, original_unchanged); return; } FragColor = texture(shift_and_bleed_pass, vTexCoord) * vGlow_Gain; return; } vec3 pixel_glowed; float IN_GLOW_H_ADAPTED = abs(IN_GLOW_H); if (DO_NTSC_ARTIFACTS == 1.0) { float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a; //finally "add" them to the configured sharpness (-> less blur) IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED + ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR); } //don't allow lower values that look bad: // IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP); //Make it resolution independent. IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y; //It over the max sharp, then just passthrough, else do the blur. if (glow_h_inside_interval == 1.0) { pixel_glowed = blur_select_wrap(Source, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_H_ADAPTED, (IN_GLOW_H >= 0.0) ) * vGlow_Gain; //pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, IN_GLOW_H_ADAPTED) * vGlow_Gain; } else { pixel_glowed = texture(Source, vTexCoord).rgb * vGlow_Gain; } //Series of conditions to do in glow bias done in vertex shader: if (vDoInGlowBias == 1.0) { pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS); //pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS); } //Previous pass compared previous and current source frame and exported that info in the alpha. //Pass it through when we need delta rended. if ( DELTA_RENDER == 1.0) { float original_unchanged = texture(Source,vTexCoord).a; FragColor = vec4(pixel_glowed, original_unchanged); return; } FragColor = vec4(pixel_glowed,1.0); }