mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
122 lines
4.1 KiB
Plaintext
122 lines
4.1 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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layout(location = 1) out float vIN_GLOW_H;
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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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float IN_GLOW_H_ADAPTED = IN_GLOW_H;
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//Auto calc glow sharpness via IN_GLOW_SPREAD
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if (IN_GLOW_H <= 0.00001)
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IN_GLOW_H_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_H;
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//don't allow lower values that look bad:
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IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP);
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vIN_GLOW_H = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y; //Make it resolution independent.
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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 = 1) in float vIN_GLOW_H;
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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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layout(set = 0, binding = 6) uniform sampler2D Source;
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#include "includes/functions.include.slang"
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vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
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vec3 pixel_source = texture(source_tex, co).rgb;
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// Since I moved from one pass blur for glow to 2 passes (x,y), I've had to
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// move the pow to IN_GLOW_GAMMA in the previous pass, so pow-ering it
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// again here, is not needed.
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// pixel_source = pow(pixel_source,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER;
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pixel_source = pixel_source * IN_GLOW_POWER;
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vec3 glow_light = pixel_glowed - pixel_source;
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glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0);
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/* powering glow_light is fine when not dealing with scanline minimum thickness,
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* but when the scanline shape gets smaller, it kinda produces a visive
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* pow(x,2) by its own; in that case powering glow_light make things worse.
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* It makes sense, because we are emulating the light spread twice.
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* FIXME: How to deal with this?
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*/
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//glow_light = pow(glow_light, vec3(2.0));
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vec3 proper_glow = glow_light * glow_light + pixel_source;
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return mix(proper_glow, pixel_glowed, max(0.0, bias));
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}
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/*
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vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
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//Create a dilated and an eroded image, then mix between them via the blurred color.
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vec3 pixel_source = texture(source_tex, co).rgb;
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pixel_source = pixel_source * IN_GLOW_POWER;
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vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0);
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vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0);
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vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0);
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vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ;
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vec3 pixel_dilated = pixel_source + glow_light ;
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vec3 pixel_eroded = pixel_source - pixel_dark ;
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//Dilate or erode depending on blurred brightness:
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vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed);
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//Unsharp mask:
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float sharpamt = 0.5;
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pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt);
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pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt);
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return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias));
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//return mix(pixel_out, pixel_glowed, max(0.0, bias));
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}
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*/
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void main() {
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if (DO_IN_GLOW == 0.0) return;
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vec3 pixel_glowed;
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//apply just gamma and power for tighter blurs and exit:
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if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) {
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pixel_glowed = texture(shift_and_bleed_pass,vTexCoord).rgb * IN_GLOW_POWER; //(Source, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord) ;
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} else {
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pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, vIN_GLOW_H) * IN_GLOW_POWER;
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if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
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(IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
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(IN_GLOW_SHOW_ARTF_MASK < 0.5) ) {
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pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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//pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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}
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}
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FragColor = vec4(pixel_glowed,1.0);
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}
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