#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float diffusion; float out_gamma; } params; #pragma parameter diffusion "Halation Strength" 0.5 0.0 1.0 0.01 #pragma parameter out_gamma "Display Gamma" 2.2 1.5 3.0 0.1 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 firstPass; layout(set = 0, binding = 3) uniform sampler2D blurPass; layout(set = 0, binding = 4) uniform sampler2D phosphorPass; //layout(set = 0, binding = 5) uniform sampler2D blurPassV; void main() { vec3 scanlines = texture(firstPass, vTexCoord).rgb; // vec3 blurV = texture(blurPassV, vTexCoord).rgb; vec3 blurH = texture(blurPass, vTexCoord).rgb; vec3 blurLines = (scanlines + blurH) / 2.0; vec3 phosphors = texture(phosphorPass, vTexCoord).rgb; vec3 glow = (phosphors + blurH) / 2.0; vec3 halation = mix(blurLines, phosphors, params.diffusion); //vec3 halation = 1.0 - (1.0 - phosphors) * (1.0 - blurLines); halation = 1.0 - (1.0 - halation) * (1.0 - scanlines); FragColor = vec4(pow(halation, vec3(1.0 / params.out_gamma)), 1.0); }