mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
95 lines
3.1 KiB
Plaintext
95 lines
3.1 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
HDR Output - All color work by MajorPainTheCactus
|
|
|
|
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 [http://www.gnu.org/licenses/].
|
|
*/
|
|
|
|
// Pass HDR color format
|
|
#pragma format A2B10G10R10_UNORM_PACK32
|
|
|
|
/////////////// IMPORTS ///////////////
|
|
#include "../megatron/include/parameters-hdr-color.h"
|
|
#include "../megatron/include/gamma_correct.h"
|
|
#include "../megatron/include/inverse_tonemap.h"
|
|
|
|
#include "../base/common/globals-and-screen-scale-params.inc"
|
|
#include "../base/common/common-functions.inc"
|
|
#include "../base/common/params-2-bezel.inc"
|
|
#include "../base/common/common-functions-bezel.inc"
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
#pragma stage vertex
|
|
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
|
|
layout(location = 6) out vec2 vTexCoord;
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
#pragma stage fragment
|
|
|
|
layout(location = 6) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
|
|
layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback;
|
|
#define PassFeedback OutputPassFeedback
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////
|
|
void main()
|
|
{
|
|
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
|
|
|
|
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
|
|
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
|
|
TUBE_DIFFUSE_SCALE,
|
|
TUBE_SCALE,
|
|
TUBE_DIFFUSE_ASPECT,
|
|
false,
|
|
BEZEL_OUTSIDE_SCALE,
|
|
BEZEL_OUTSIDE_COORD,
|
|
BEZEL_OUTSIDE_CURVED_COORD,
|
|
FRAME_OUTSIDE_CURVED_COORD);
|
|
|
|
|
|
if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
|
|
{
|
|
vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1));
|
|
if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED)
|
|
{
|
|
FragColor = texture(PassFeedback, vTexCoord);
|
|
return;
|
|
}
|
|
}
|
|
|
|
vec3 output_colour = vec3(0);
|
|
LinearToOutputColor(texture(Source, vTexCoord).rgb, output_colour);
|
|
FragColor = vec4(output_colour, 1.0f);
|
|
|
|
// If we have calculated an image then set -1 as a flag to show that we have
|
|
if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y))
|
|
FragColor.a = -1;
|
|
} |