slang-shaders/crt/shaders/glow/resolve.slang
2016-07-21 03:01:53 +01:00

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 PassOutputSize4;
} 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 = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D PassOutput4;
// For debugging
#define BLOOM_ONLY 0
#define BLOOM_STRENGTH 0.45
#define OUTPUT_GAMMA 2.2
#define CRT_PASS PassOutput4
void main()
{
vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord);
tex = (tex + 0.5) * global.PassOutputSize4.zw;
#if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb;
#else
/* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */
vec3 source = 1.15 * texture(CRT_PASS, tex).rgb;
vec3 bloom = texture(Source, tex).rgb;
source += BLOOM_STRENGTH * bloom;
#endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0);
}