mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
77 lines
2.8 KiB
Plaintext
77 lines
2.8 KiB
Plaintext
#version 450
|
|
/*
|
|
Response Time
|
|
Based on the response time function from Harlequin's Game Boy and LCD shaders
|
|
|
|
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.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
float response_time;
|
|
} params;
|
|
|
|
// Simulate response time
|
|
// Higher values result in longer color transition periods - [0, 1]
|
|
#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} 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;
|
|
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
|
|
|
|
// Frame sampling definitions
|
|
#define curr_rgb texture(Source, vTexCoord).rgb
|
|
#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb
|
|
#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb
|
|
#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb
|
|
#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb
|
|
#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb
|
|
#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb
|
|
#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb
|
|
|
|
void main()
|
|
{
|
|
// Sample color from the current and previous frames, apply response time modifier
|
|
// Response time effect implmented through an exponential dropoff algorithm
|
|
vec3 input_rgb = curr_rgb;
|
|
input_rgb += (prev0_rgb - input_rgb) * params.response_time;
|
|
input_rgb += (prev1_rgb - input_rgb) * pow(params.response_time, 2.0);
|
|
input_rgb += (prev2_rgb - input_rgb) * pow(params.response_time, 3.0);
|
|
input_rgb += (prev3_rgb - input_rgb) * pow(params.response_time, 4.0);
|
|
input_rgb += (prev4_rgb - input_rgb) * pow(params.response_time, 5.0);
|
|
input_rgb += (prev5_rgb - input_rgb) * pow(params.response_time, 6.0);
|
|
input_rgb += (prev6_rgb - input_rgb) * pow(params.response_time, 7.0);
|
|
|
|
FragColor = vec4(input_rgb, 0.0);
|
|
}
|