#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float InputGamma; float CD_BLEND_OPTION; float HSM_DEDITHER_MODE; } params; #pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001 #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1 #define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE #define InputGamma 2.0 #define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) 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() { if (HSM_DEDITHER_MODE < 2.5 || HSM_DEDITHER_MODE > 4.5) { FragColor = texture(Source, vTexCoord); return; } FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0); }