#version 450 #pragma name phosphor #include "geom-deluxe-params.inc" #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 * 1.0001; } #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 phosphor; void main() { vec4 screen = texture(Source, vTexCoord); vec4 phosphor = texture(phosphor, vTexCoord); vec3 lum = vec3(0.299,0.587,0.114); float bscrn = dot(pow(screen.rgb,vec3(gamma)),lum); float bphos = dot(pow(phosphor.rgb,vec3(gamma)),lum); // encode the upper 2 bits of the time elapsed in the lower 2 bits of b float t = 1.0 + 255.0*phosphor.a + fract(phosphor.b*255.0/4.0)*1024.0; bphos = ( t > 1023.0 ? 0.0 : bphos*pow(t,-phosphor_power) ); FragColor = ( bscrn >= bphos ? vec4(screen.rg,floor(screen.b*255.0/4.0)*4.0/255.0,1.0/255.0) : vec4(phosphor.rg, (floor(phosphor.b*255.0/4.0)*4.0 + floor(t/256.0))/255.0, fract(t/256.0)*256.0/255.0 ) ); }