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https://github.com/italicsjenga/slang-shaders.git
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35 lines
939 B
Plaintext
35 lines
939 B
Plaintext
#version 450
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/* This pass apply an pre-gain to the leds on the rear of the virtual screen
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* it is intended to produce a mipmap to be used by the next pass */
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#include "config.inc"
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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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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 first_pass;
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layout(set = 0, binding = 3) uniform sampler2D avglum_pass;
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#include "includes/functions.include.slang"
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void main() {
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if (DO_AMBILIGHT != 1.0) return;
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vec3 pixel_out = texture(first_pass, vTexCoord).rgb;
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pixel_out = apply_fuzzy_main_pass(pixel_out);
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pixel_out = pixel_push_luminance(pixel_out, AMBI_POWER-1);
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FragColor = vec4(pixel_out, 1.0);
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}
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