#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float PHOSPHOR_SCALE_X; float PHOSPHOR_SCALE_Y; float phosphor_layout; } params; #pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0 #pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0 #pragma parameter phosphor_layout "Phosphor Layout" 1.0 1.0 3.0 1.0 #define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X #define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y #define phosphor_layout params.phosphor_layout 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 shadow; layout(set = 0, binding = 4) uniform sampler2D aperture; layout(set = 0, binding = 5) uniform sampler2D slot; layout(set = 0, binding = 6) uniform sampler2D firstPass; void main() { vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0); vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y)); vec4 phosphor_grid; if (phosphor_layout == 1.0) phosphor_grid = vec4(texture(shadow, LUTeffectiveCoord).rgb, 1.0); if (phosphor_layout == 2.0) phosphor_grid = vec4(texture(aperture, LUTeffectiveCoord).rgb, 1.0); if (phosphor_layout == 3.0) phosphor_grid = vec4(texture(slot, LUTeffectiveCoord).rgb, 1.0); FragColor = screen * phosphor_grid; }