#version 450 // torridgristle CRT - Brighten pass // by torridgristle // license: public domain layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BrightenLevel; float BrightenAmount; } params; #pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0 #pragma parameter BrightenAmount "Brighten Amount" 0.1 0.0 1.0 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 Source; void main() { vec3 Picture = texture(Source, vTexCoord).xyz; Picture = clamp(Picture,0.0,1.0); FragColor = vec4(mix(Picture,1.0-pow(1.0-Picture,vec3(params.BrightenLevel)),params.BrightenAmount),1.0); }