slang-shaders/crt/shaders/guest/afterglow.slang
hunterk 35c2d7064e
add crt-hyllian and crt-guest updates (#166)
* add TATE mode to mame_hlsl

* add crt-guest-dr-venom2 shaders and presets

* get rid of weird character in filename

* add updated crt-hyllian shaders and presets

* update guest's deconvergence to latest

* more gdv updates

* forgot one
2021-01-16 09:31:32 -06:00

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#version 450
/*
Phosphor Afterglow Shader
Copyright (C) 2018 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float AS, PR, PG, PB, sat;
} params;
#pragma parameter AS "Afterglow Strength" 0.07 0.0 1.0 0.01
#pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01
#pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01
#pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01
#pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01
#define AS params.AS
#define PR params.PR
#define PG params.PG
#define PB params.PB
#define sat params.sat
#define COMPAT_TEXTURE(c,d) texture(c,d)
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;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
#define Prev1Texture OriginalHistory1
#define Prev2Texture OriginalHistory2
#define Prev3Texture OriginalHistory3
#define Prev4Texture OriginalHistory4
#define Prev5Texture OriginalHistory5
#define Prev6Texture OriginalHistory6
#define TEX0 vTexCoord
#define eps 1e-3
vec3 afterglow(float number)
{
return vec3(AS)*exp2(-vec3(PR, PG, PB)*vec3(number*number));
}
void main()
{
vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
vec3 color1 = COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb * afterglow(1.0);
vec3 color2 = COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb * afterglow(2.0);
vec3 color3 = COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb * afterglow(3.0);
vec3 color4 = COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb * afterglow(4.0);
vec3 color5 = COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb * afterglow(5.0);
vec3 color6 = COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb * afterglow(6.0);
vec3 glow = color1 + color2 + color3 + color4 + color5 + color6;
float l = length(glow);
glow = normalize(pow(glow + vec3(eps), vec3(sat)))*l;
float w = 1.0;
if ((color.r + color.g + color.b) > 7.0/255.0) w = 0.0;
FragColor = vec4(color + w*glow,1.0);
}