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https://github.com/italicsjenga/slang-shaders.git
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92 lines
2.1 KiB
Plaintext
92 lines
2.1 KiB
Plaintext
#version 450
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// "LeiFX" shader - Gamma process
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//
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// Copyright (C) 2013-2014 leilei
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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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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} params;
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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float mod2(float x, float y)
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{
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return x - y * floor (x/y);
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}
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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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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 res;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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// Gamma scanlines
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// the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not
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// but it was enough to brainwash the competition for looking 'too dark'
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float gammaed = 0.15;
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float leifx_linegamma = gammaed;
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float2 dithet = vTexCoord.xy * res.xy;
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dithet.y = vTexCoord.y * res.y;
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float horzline1 = (mod2(dithet.y, 2.0));
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if (horzline1 < 1) leifx_linegamma = 0;
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float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
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outcolor.r = pow(outcolor.r, 1.0 / leifx_gamma);
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outcolor.g = pow(outcolor.g, 1.0 / leifx_gamma);
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outcolor.b = pow(outcolor.b, 1.0 / leifx_gamma);
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FragColor = vec4(outcolor, 1.0);
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} |