slang-shaders/bezel/koko-aio/shaders/ambi_temporal_pass.slang
2022-12-05 18:48:10 -06:00

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#version 450
/* In this pass the led light is temporally smoothed to give smooth fades.
* the slowness is configurable by user parameter.
* It also detect when a full scene is changed to produces fast fades, instead
*/
#include "config.inc"
#define PreviousSampler ambi_temporal_passFeedback
#define CurrentSampler ambi_pre_pass1
#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 CurrentSampler;
layout(set = 0, binding = 3) uniform sampler2D PreviousSampler;
layout(set = 0, binding = 4) uniform sampler2D avglum_pass;
layout(set = 0, binding = 5) uniform sampler2D avglum_passFeedback;
#define MAX_STEPS AMBI_STEPS
float ambi_step(float start, float end, float mystep) {
float diff = start-end;
if (abs(diff) < mystep) return end;
if (start >= end)
return start - mystep;
else
return start + mystep;
}
vec3 ambi_step_rgb(vec3 s,vec3 d, vec3 mystep){
//step fade (f) rom s to d
return vec3 ( ambi_step(s.r,d.r,mystep.r),
ambi_step(s.g,d.g,mystep.g),
ambi_step(s.b,d.b,mystep.b)
);
}
vec4 pixel_ambilight() {
vec3 mystep;
vec4 previous_pixel_vec4 = texture(PreviousSampler, vTexCoord);
vec3 current_pixel = texture(CurrentSampler, vTexCoord).rgb;
vec3 previous_pixel = previous_pixel_vec4.rgb;
float scene_change_remaining = previous_pixel_vec4.a;
float prev_avg_lum = texture(avglum_passFeedback,vec2(0.25,0.25)).a;
float curr_avg_lum = texture(avglum_pass ,vec2(0.25,0.25)).a;
float diff_avg_lum = abs(prev_avg_lum - curr_avg_lum);
if (diff_avg_lum >= AMBI_SCENE_CHG_THRSHLD) {
scene_change_remaining = 1.0;
}
// Are we changing scene?
if (scene_change_remaining > 0.0) {
mystep = vec3(max(1.0/MAX_STEPS, AMBI_FAST_STEP)); // <- Never slow down fades due to fast step when changing scene
scene_change_remaining -= AMBI_FAST_STEP;
} else {
mystep = abs((previous_pixel-current_pixel) / MAX_STEPS);
}
return vec4(ambi_step_rgb(previous_pixel,current_pixel,mystep),scene_change_remaining);
}
void main() {
if (DO_AMBILIGHT != 1.0) return;
FragColor = pixel_ambilight();
}