#version 450 /* Phosphor Afterglow Shader pass 0 Copyright (C) 2020 - 2022 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 PR, PG, PB; } params; #pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01 #pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01 #pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01 #define PR params.PR #define PG params.PG #define PB params.PB #define COMPAT_TEXTURE(c,d) texture(c,d) 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 OriginalHistory0; layout(set = 0, binding = 3) uniform sampler2D AfterglowPassFeedback; #define TEX0 vTexCoord void main() { vec2 dx = vec2(params.OriginalSize.z, 0.0); vec2 dy = vec2(0.0, params.OriginalSize.w); vec3 color0 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy).rgb; vec3 color1 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dx).rgb; vec3 color2 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dx).rgb; vec3 color3 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dy).rgb; vec3 color4 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dy).rgb; vec3 color = (2.5 * color0 + color1 + color2 + color3 + color4)/6.5; vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb; float w = 1.0; if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; } vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w); FragColor = vec4(result, w); }