#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float mixfactor; float threshold; } params; #pragma parameter mixfactor "Motionblur Fadeout" 0.5 0.0 1.0 0.01 #pragma parameter threshold "Brightness Threshold" 0.9 0.0 1.0 0.01 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; float key(float avg) { float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0)); return max(0.0, guess) + 0.1; } mat3 yiq2rgb_mat = mat3( 1.0, 1.0, 1.0, 0.956, -0.2720, -1.1060, 0.6210, -0.6474, 1.7046 ); mat3 yiq_mat = mat3( 0.2989, 0.5959, 0.2115, 0.5870, -0.2744, -0.5229, 0.1140, -0.3216, 0.3114 ); #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 PassFeedback0; void main() { vec3 frame = texture(Source, vTexCoord).rgb; float luma = (frame.rrr * yiq_mat).r; float trails = clamp(luma - params.threshold, 0.0, 1.0); vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2)); vec4 mixed = clamp((1.0 - params.mixfactor) * vec4(trails) - params.mixfactor * fdback, 0.0, 1.0) + params.mixfactor * fdback; // vec4 current = pow(texture(Source, vTexCoord), vec4(2.2)); FragColor = pow(mixed, vec4(1.0 / 2.2)); }