mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
68 lines
2 KiB
Plaintext
68 lines
2 KiB
Plaintext
#version 450
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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 = 5) uniform sampler2D shift_and_bleed_pass;
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#include "includes/functions.include.slang"
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void main() {
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if (DO_IN_GLOW == 0.0) return;
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//Don't do anything if IN_GLOW_W and IN_GLOW_H are over the upper limit
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if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) {
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return;
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}
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float IN_GLOW_W_ADAPTED;
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//Auto calc glow sharpness via IN_GLOW_SPREAD
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if (IN_GLOW_W <= 0.00001)
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IN_GLOW_W_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_W;
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//Here lies the blur modifier from ntsc pass to glow.
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//I'm not expecting any performance hit,
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//since the lookup should have been cached already or will serve so.
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float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
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//apply an optional gain to artifacts
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ntsc_artifacts = ntsc_artifacts * IN_GLOW_NTSC_ARTF_MULT;
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//then apply the minimum treshold and scale them to input sharpness so that they can always blur to max.
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ntsc_artifacts = smoothstep(IN_GLOW_NTSC_ARTF_TRSH, 1.0, ntsc_artifacts * IN_GLOW_NTSC_ARTF_MULT) * IN_GLOW_W;
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//finally "subtract" them to the configured sharpness (-> more blur)
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IN_GLOW_W_ADAPTED = IN_GLOW_W - ntsc_artifacts;
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//don't allow lower values that look bad:
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IN_GLOW_W_ADAPTED = max(IN_GLOW_W_ADAPTED, MIN_IN_GLOW_SHARP);
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//Make it resolution independent.
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IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED / NEW_SCALEMOD_X;
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FragColor = vec4( blur9_x(shift_and_bleed_pass, vTexCoord, global.flick_and_noise_passSize.xy, IN_GLOW_W_ADAPTED), 1.0);
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//To debug ntsc artifacts mask:
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if (IN_GLOW_SHOW_ARTF_MASK > 0.5)
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FragColor = vec4(ntsc_artifacts);
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}
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