#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float blendMode; } params; #pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 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 PrePass0; vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } vec3 declip(vec3 c, float b) { float m = max(max(c.r,c.g),c.b); if (m > b) c = c*b/m; return c; } void main() { vec2 dx = vec2(params.SourceSize.z * 0.5, 0.0); vec3 col1 = texture(Source, vTexCoord -dx).rgb; vec3 col2 = texture(Source, vTexCoord +dx).rgb; vec3 colc = max(col1, col2); vec3 col = plant(sqrt(col1*col2), max(max(colc.r, colc.g),colc.b)); vec3 orig = texture(PrePass0, vTexCoord).rgb; vec3 res = normalize(col + 0.00001) * min(length(col), length(orig)); float k2 = 1.0/(dot(col1 - res, col1 - res) + 0.0001); float k3 = 1.0/(dot(col2 - res, col2 - res) + 0.0001); vec3 res1 = (k2 * col1 + k3 * col2) / (k2 + k3); res1 = clamp(res1, min(col1,col2), max(col1, col2)); if ( params.blendMode == 1.0) res = res1; FragColor = vec4(res, 1.0); }