mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
/*
|
|
Mega Bezel - Creates a graphic treatment for the game play area to give a retro feel
|
|
Copyright (C) 2019-2022 HyperspaceMadness - HyperspaceMadness@outlook.com
|
|
|
|
Incorporates much great feedback from the libretro forum, and thanks
|
|
to Hunterk who helped me get started
|
|
|
|
See more at the libretro forum
|
|
https://forums.libretro.com/t/hsm-mega-bezel-reflection-shader-feedback-and-updates
|
|
|
|
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 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "common/globals-and-screen-scale-params.inc"
|
|
#include "common/helper-functions.inc"
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
#include "../../../../include/compat_macros.inc"
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 blur_dxdy;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
const vec2 dxdy_scale = global.SourceSize.xy * global.OutputSize.zw;
|
|
blur_dxdy = dxdy_scale * global.SourceSize.zw;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 blur_dxdy;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D CRTPass;
|
|
layout(set = 0, binding = 3) uniform sampler2D PostCRTPass;
|
|
|
|
#include "../../../../include/blur-functions.h"
|
|
|
|
void main()
|
|
{
|
|
// FragColor = vec4(tex2Dblur9x9(PostCRTPass, vTexCoord, blur_dxdy), 1);
|
|
// In the HDR preset sampling from the PostCRTPass results in sort of colorful garbabe
|
|
// Grabbing from the CRTPass instead
|
|
#ifdef IS_HDR_PRESET
|
|
FragColor = textureLod(CRTPass, vTexCoord, 2);
|
|
FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA);
|
|
#else
|
|
FragColor = textureLod(PostCRTPass, vTexCoord, 2);
|
|
#endif
|
|
|
|
FragColor = HSM_ApplyGamma(FragColor, DEFAULT_SRGB_GAMMA/DEFAULT_CRT_GAMMA - 0.05);
|
|
FragColor = clamp(FragColor, 0, 1);
|
|
} |