mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
797716b17a
* Add Retro-Tiles shaders A shader designed for handheld and low res systems. It turns pixels into crisp tiles. * Add box scaling - Turn mandatory integer scaling; - Add Overscan option. * Fix gamma on retro-tiles shader - Increased gamma from 2.2 to 2.7 for a better white balance. * Add Gamma Slider to checkerboard-dedither - Add Gamma Slider to checkerboard-dedither. * Update checkerboard-dedither shaders - Add new pattern recognitions; - Add new option to mitigate false positives.
46 lines
1 KiB
Plaintext
46 lines
1 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_OPTION;
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float UseGamma;
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} params;
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#pragma parameter CD_BLEND_OPTION "CHECKERBOARD-DEDITHER: [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
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#define UseGamma params.UseGamma
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#define InputGamma (UseGamma+1.0)
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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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;
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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 Source;
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void main()
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{
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FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
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}
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