slang-shaders/crt/shaders/glow/resolve.slang

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#version 450
layout(push_constant) uniform Push
{
float BLOOM_STRENGTH;
float OUTPUT_GAMMA;
} param;
#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 CRTPassSize;
} 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 CRTPass;
// For debugging
#define BLOOM_ONLY 0
#define CRT_PASS CRTPass
void main()
{
#if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
#else
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, vTexCoord).rgb;
source += param.BLOOM_STRENGTH * bloom;
#endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0);
}