#version 450 #include "config.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out float vIN_GLOW_H; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord ; float IN_GLOW_H_ADAPTED = IN_GLOW_H; //Auto calc glow sharpness via IN_GLOW_SPREAD if (IN_GLOW_H <= 0.00001) IN_GLOW_H_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_H; //don't allow lower values that look bad: IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP); vIN_GLOW_H = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y; //Make it resolution independent. } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float vIN_GLOW_H; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass; layout(set = 0, binding = 6) uniform sampler2D Source; #include "includes/functions.include.slang" vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){ vec3 pixel_source = texture(source_tex, co).rgb; // Since I moved from one pass blur for glow to 2 passes (x,y), I've had to // move the pow to IN_GLOW_GAMMA in the previous pass, so pow-ering it // again here, is not needed. // pixel_source = pow(pixel_source,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER; pixel_source = pixel_source * IN_GLOW_POWER; vec3 glow_light = pixel_glowed - pixel_source; glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0); /* powering glow_light is fine when not dealing with scanline minimum thickness, * but when the scanline shape gets smaller, it kinda produces a visive * pow(x,2) by its own; in that case powering glow_light make things worse. * It makes sense, because we are emulating the light spread twice. * FIXME: How to deal with this? */ //glow_light = pow(glow_light, vec3(2.0)); vec3 proper_glow = glow_light * glow_light + pixel_source; return mix(proper_glow, pixel_glowed, max(0.0, bias)); } /* vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){ //Create a dilated and an eroded image, then mix between them via the blurred color. vec3 pixel_source = texture(source_tex, co).rgb; pixel_source = pixel_source * IN_GLOW_POWER; vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0); vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0); vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0); vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ; vec3 pixel_dilated = pixel_source + glow_light ; vec3 pixel_eroded = pixel_source - pixel_dark ; //Dilate or erode depending on blurred brightness: vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed); //Unsharp mask: float sharpamt = 0.5; pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt); pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt); return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias)); //return mix(pixel_out, pixel_glowed, max(0.0, bias)); } */ void main() { if (DO_IN_GLOW == 0.0) return; vec3 pixel_glowed; //apply just gamma and power for tighter blurs and exit: if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) { pixel_glowed = texture(shift_and_bleed_pass,vTexCoord).rgb * IN_GLOW_POWER; //(Source, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord) ; } else { pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, vIN_GLOW_H) * IN_GLOW_POWER; if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) && (IN_GLOW_SHOW_ARTF_MASK < 0.5) ) { pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS); //pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS); } } FragColor = vec4(pixel_glowed,1.0); }