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https://github.com/italicsjenga/slang-shaders.git
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72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
#version 450
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// blendoverlay
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// based on:
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// https://github.com/jamieowen/glsl-blend for blendOverlay
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float OverlayMix;
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float LUTWidth;
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float LUTHeight;
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} params;
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#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
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#pragma parameter LUTWidth "LUT Width" 6.0 1.0 1920.0 1.0
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#pragma parameter LUTHeight "LUT Height" 4.0 1.0 1920.0 1.0
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#define OverlayMix params.OverlayMix
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#define LUTWidth params.LUTWidth
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#define LUTHeight params.LUTHeight
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D overlay;
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float blendOverlay(float base, float blend) {
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return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
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}
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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float Luminance = 0.299*Picture.x + 0.587*Picture.y + 0.114*Picture.z;
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vec2 LutCoord = vec2(fract(vTexCoord.x*params.OutputSize.x/LUTWidth),fract(vTexCoord.y*params.OutputSize.y/LUTHeight));
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vec3 ShadowMask = texture(overlay, LutCoord).xyz;
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vec3 ImageFinal = Picture;
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ImageFinal.r = blendOverlay(ImageFinal.r,ShadowMask.r);
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ImageFinal.g = blendOverlay(ImageFinal.g,ShadowMask.g);
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ImageFinal.b = blendOverlay(ImageFinal.b,ShadowMask.b);
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ImageFinal = mix(Picture,clamp(ImageFinal,0.0,1.0),OverlayMix);
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FragColor = vec4(ImageFinal,1.0);
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}
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