slang-shaders/dithering/shaders/checkerboard-dedither/linearize.slang
Hyllian 797716b17a
Add gamma slider on checkerboard-dedither (#295)
* Add Retro-Tiles shaders

A shader designed for handheld and low res systems. It turns pixels into crisp tiles.

* Add box scaling

- Turn mandatory integer scaling;
- Add Overscan option.

* Fix gamma on retro-tiles shader

- Increased gamma from 2.2 to 2.7 for a better white balance.

* Add Gamma Slider to checkerboard-dedither

- Add Gamma Slider to checkerboard-dedither.

* Update checkerboard-dedither shaders

- Add new pattern recognitions;
- Add new option to mitigate false positives.
2022-09-15 07:41:16 -05:00

46 lines
1 KiB
Plaintext

#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CD_BLEND_OPTION;
float UseGamma;
} params;
#pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0
#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
#define UseGamma params.UseGamma
#define InputGamma (UseGamma+1.0)
#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()
{
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
}