slang-shaders/crt/shaders/glow-trails/glow-trails0.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float mixfactor;
float threshold;
} params;
#pragma parameter mixfactor "Motionblur Fadeout" 0.5 0.0 1.0 0.01
#pragma parameter threshold "Brightness Threshold" 0.9 0.0 1.0 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
float key(float avg)
{
float guess = 1.5 - (1.5 / (avg * 0.1 + 1.0));
return max(0.0, guess) + 0.1;
}
mat3 yiq2rgb_mat = mat3(
1.0, 1.0, 1.0,
0.956, -0.2720, -1.1060,
0.6210, -0.6474, 1.7046
);
mat3 yiq_mat = mat3(
0.2989, 0.5959, 0.2115,
0.5870, -0.2744, -0.5229,
0.1140, -0.3216, 0.3114
);
#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 PassFeedback0;
void main()
{
vec3 frame = texture(Source, vTexCoord).rgb;
float luma = (frame.rrr * yiq_mat).r;
float trails = clamp(luma - params.threshold, 0.0, 1.0);
vec4 fdback = pow(texture(PassFeedback0, vTexCoord), vec4(2.2));
vec4 mixed = clamp((1.0 - params.mixfactor) * vec4(trails) - params.mixfactor * fdback, 0.0, 1.0) + params.mixfactor * fdback;
// vec4 current = pow(texture(Source, vTexCoord), vec4(2.2));
FragColor = pow(mixed, vec4(1.0 / 2.2));
}