mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
159 lines
7.5 KiB
C++
159 lines
7.5 KiB
C++
layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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float iBloomMixmode;
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float fBloomThreshold;
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float fBloomAmount;
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float fBloomSaturation;
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float fBloomTint_r;
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float fBloomTint_g;
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float fBloomTint_b;
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float bLensdirtEnable_toggle;
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float iLensdirtMixmode;
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float fLensdirtIntensity;
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float fLensdirtSaturation;
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float fLensdirtTint_r;
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float fLensdirtTint_g;
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float fLensdirtTint_b;
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float bAnamFlareEnable_toggle;
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float fAnamFlareThreshold;
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float fAnamFlareWideness;
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float fAnamFlareAmount;
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float fAnamFlareCurve;
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float fAnamFlareColor_r;
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float fAnamFlareColor_g;
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float fAnamFlareColor_b;
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float bLenzEnable_toggle;
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float fLenzIntensity;
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float fLenzThreshold;
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float bChapFlareEnable_toggle;
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float fChapFlareThreshold;
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float iChapFlareCount;
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float fChapFlareDispersal;
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float fChapFlareSize;
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float fChapFlareCA_r;
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float fChapFlareCA_g;
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float fChapFlareCA_b;
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float fChapFlareIntensity;
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float bGodrayEnable_toggle;
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float fGodrayDecay;
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float fGodrayExposure;
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float fGodrayWeight;
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float fGodrayDensity;
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float fGodrayThreshold;
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float iGodraySamples;
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float fFlareLuminance;
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float fFlareBlur;
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float fFlareIntensity;
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float fFlareTint_r;
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float fFlareTint_g;
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float fFlareTint_b;
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} global;
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#pragma parameter bLensdirtEnable_toggle "Lens Dirt Enable" 0.0 0.0 1.0 1.0
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#pragma parameter bAnamFlareEnable_toggle "Anam Flare Enable" 0.0 0.0 1.0 1.0
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#pragma parameter bLenzEnable_toggle "Lenz Enable" 0.0 0.0 1.0 1.0
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#pragma parameter bChapFlareEnable_toggle "Chap Flare Enable" 0.0 0.0 1.0 1.0
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#pragma parameter bGodrayEnable_toggle "Godray Enable" 0.0 0.0 1.0 1.0
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#pragma parameter iBloomMixmode "Bloom Mix Mode" 0.0 0.0 2.0 1.0
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//Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0
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#pragma parameter fBloomThreshold "Bloom Threshold" 0.8 0.1 1.0 0.1
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//Every pixel brighter than this value triggers bloom.
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#pragma parameter fBloomAmount "Bloom Amount" 0.8 0.0 20.0 0.1
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//Intensity of bloom.
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#pragma parameter fBloomSaturation "Bloom Saturation" 0.8 0.0 2.0 0.1
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//Bloom saturation. 0.0 means white bloom, 2.0 means very, very colorful bloom.
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#pragma parameter fBloomTint_r "Bloom Tint R" 0.7 0.0 1.0 0.05
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#pragma parameter fBloomTint_g "Bloom Tint G" 0.8 0.0 1.0 0.05
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#pragma parameter fBloomTint_b "Bloom Tint B" 1.0 0.0 1.0 0.05
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//R, G and B components of bloom tint the bloom color gets shifted to.
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#pragma parameter iLensdirtMixmode "Lens Dirt Mix Mode" 0.0 0.0 3.0 1.0
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//Linear add\0Screen add\0Screen/Lighten/Opacity\0Lighten\0
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#pragma parameter fLensdirtIntensity "Lens Dirt Intensity" 0.4 0.0 2.0 0.1
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//Intensity of lensdirt.
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#pragma parameter fLensdirtSaturation "Lens Dirt Saturation" 2.0 0.0 2.0 0.1
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//Color saturation of lensdirt.
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#pragma parameter fLensdirtTint_r "Lens Dirt Tint R" 1.0 0.0 1.0 0.05
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#pragma parameter fLensdirtTint_g "Lens Dirt Tint G" 1.0 0.0 1.0 0.05
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#pragma parameter fLensdirtTint_b "Lens Dirt Tint B" 1.0 0.0 1.0 0.05
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//R, G and B components of lensdirt tint the lensdirt color gets shifted to.
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#pragma parameter fAnamFlareThreshold "Anam Flare Threshold" 0.9 0.1 1.0 0.1
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//Every pixel brighter than this value gets a flare.
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#pragma parameter fAnamFlareWideness "Anam Flare Width" 2.4 1.0 2.5 0.1
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//Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible.
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#pragma parameter fAnamFlareAmount "Anam Flare Amt" 14.5 1.0 20.0 0.5
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//Intensity of anamorphic flare.
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#pragma parameter fAnamFlareCurve "Anam Flare Curve" 1.2 1.0 2.0 0.1
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//Intensity curve of flare with distance from source.
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#pragma parameter fAnamFlareColor_r "Anam Flare Col R" 0.012 0.0 1.0 0.01
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#pragma parameter fAnamFlareColor_g "Anam Flare Col G" 0.313 0.0 1.0 0.01
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#pragma parameter fAnamFlareColor_b "Anam Flare Col B" 0.588 0.0 1.0 0.01
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//R, G and B components of anamorphic flare. Flare is always same color.
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#pragma parameter fLenzIntensity "Lenz Intensity" 1.0 0.2 3.0 0.1
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//Power of lens flare effect
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#pragma parameter fLenzThreshold "Lenz Threshold" 0.8 0.6 1.0 0.1
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//Minimum brightness an object must have to cast lensflare.
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#pragma parameter fChapFlareThreshold "Chap Flare Threshold" 0.9 0.7 0.99 0.05
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//Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
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#pragma parameter iChapFlareCount "Chap Flare Count" 15.0 1.0 20.0 1.0
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//Number of single halos to be generated. If set to 0, only the curved halo around is visible.
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#pragma parameter fChapFlareDispersal "Chap Flare Dispersal" 0.25 0.25 1.0 0.05
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//Distance from screen center (and from themselves) the flares are generated.
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#pragma parameter fChapFlareSize "Chap Flare Size" 0.45 0.2 0.8 0.05
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//Distance (from screen center) the halo and flares are generated.
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#pragma parameter fChapFlareCA_r "Chap Flare CA R" 0.0 0.0 1.0 0.01
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#pragma parameter fChapFlareCA_g "Chap Flare CA G" 0.01 0.0 1.0 0.01
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#pragma parameter fChapFlareCA_b "Chap Flare CA B" 0.02 0.0 1.0 0.01
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//Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
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#pragma parameter fChapFlareIntensity "Chap Flare Intensity" 100.0 5.0 200.0 5.0
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//Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
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#pragma parameter fGodrayDecay "Godray Decay" 0.99 0.5 0.9999 0.05
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//How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
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#pragma parameter fGodrayExposure "Godray Exposure" 1.0 0.7 1.5 0.05
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//Upscales the godray's brightness
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#pragma parameter fGodrayWeight "Godray Weight" 1.25 0.8 1.7 0.05
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//weighting
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#pragma parameter fGodrayDensity "Godray Density" 1.0 0.2 2.0 0.2
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//Density of rays, higher means more and brighter rays
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#pragma parameter fGodrayThreshold "Godray Threshold" 0.9 0.6 1.0 0.05
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//Minimum brightness an object must have to cast godrays
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#pragma parameter iGodraySamples "Godray Samples" 128.0 16.0 256.0 16.0
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//2^x format values; How many samples the godrays get
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#pragma parameter fFlareLuminance "Flare Luminance" 0.095 0.0 1.0 0.005
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//bright pass luminance value
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#pragma parameter fFlareBlur "Flare Blur" 200.0 1.0 10000.0 50.0
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//manages the size of the flare
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#pragma parameter fFlareIntensity "Flare Intensity" 2.07 0.2 5.0 0.1
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//effect intensity
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#pragma parameter fFlareTint_r "Flare Tint R" 0.137 0.0 1.0 0.05
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#pragma parameter fFlareTint_g "Flare Tint G" 0.216 0.0 1.0 0.05
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#pragma parameter fFlareTint_b "Flare Tint B" 1.0 0.0 1.0 0.05
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//effect tint RGB
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vec3 fFlareTint = vec3(global.fFlareTint_r, global.fFlareTint_g, global.fFlareTint_b);
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vec3 fAnamFlareColor = vec3(global.fAnamFlareColor_r, global.fAnamFlareColor_g, global.fAnamFlareColor_b);
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vec3 fLensdirtTint = vec3(global.fLensdirtTint_r, global.fLensdirtTint_g, global.fLensdirtTint_b);
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vec3 fBloomTint = vec3(global.fBloomTint_r, global.fBloomTint_g, global.fBloomTint_b);
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vec3 fChapFlareCA = vec3(global.fChapFlareCA_r, global.fChapFlareCA_g, global.fChapFlareCA_b);
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bool bGodrayEnable = bool(global.bGodrayEnable_toggle);
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bool bChapFlareEnable = bool(global.bChapFlareEnable_toggle);
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bool bLenzEnable = bool(global.bLenzEnable_toggle);
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bool bAnamFlareEnable = bool(global.bAnamFlareEnable_toggle);
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bool bLensdirtEnable = bool(global.bLensdirtEnable_toggle);
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// If 1, only pixels with depth = 1 get lens flares
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// This prevents white objects from getting lens flares sources, which would normally happen in LDR
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#ifndef LENZ_DEPTH_CHECK
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#define LENZ_DEPTH_CHECK 0
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#endif
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#ifndef CHAPMAN_DEPTH_CHECK
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#define CHAPMAN_DEPTH_CHECK 0
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#endif
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#ifndef GODRAY_DEPTH_CHECK
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#define GODRAY_DEPTH_CHECK 0
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#endif
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#ifndef FLARE_DEPTH_CHECK
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#define FLARE_DEPTH_CHECK 0
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#endif |