mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-24 06:31:33 +11:00
8524a42da5
* update crt-guest, add advanced * re-add some prematurely deleted GDV passes * fix ntsc res behavior * disable field-merging on 2-phase to allow MD rainbow artifacting * remove unused function
87 lines
2.3 KiB
Plaintext
87 lines
2.3 KiB
Plaintext
#version 450
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/*
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Average Luminance Shader
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Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Thanks to HunterK for the mipmap hint. :D
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*/
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layout(push_constant) uniform Push
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{
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uint FrameCount;
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vec4 SourceSize;
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float lsmooth;
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} params;
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#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
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#define lsmooth params.lsmooth
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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#define InputSize SourceSize
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#define TEX0 vTexCoord
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D PrePass;
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layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
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void main()
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{
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if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard;
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float m = max(log2(SourceSize.x), log2(SourceSize.y));
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m = floor(max(m, 1.0));
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float ltotal = 0.0;
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ltotal+= length(textureLod(PrePass, vec2(0.25, 0.25), m).rgb);
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ltotal+= length(textureLod(PrePass, vec2(0.25, 0.75), m).rgb);
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ltotal+= length(textureLod(PrePass, vec2(0.75, 0.25), m).rgb);
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ltotal+= length(textureLod(PrePass, vec2(0.75, 0.75), m).rgb);
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ltotal*=0.25;
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ltotal = pow(0.577350269 * ltotal, 0.65);
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float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a;
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ltotal = mix(ltotal, lhistory, lsmooth);
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FragColor = vec4(ltotal);
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} |