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https://github.com/italicsjenga/slang-shaders.git
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90 lines
2.7 KiB
Plaintext
90 lines
2.7 KiB
Plaintext
#version 450
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/*
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Phosphor Afterglow Shader pass 0
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Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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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float PR, PG, PB;
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} params;
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#pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01
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#pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01
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#pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01
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#define PR params.PR
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#define PG params.PG
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#define PB params.PB
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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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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#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 OriginalHistory0;
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layout(set = 0, binding = 3) uniform sampler2D AfterglowPassFeedback;
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#define TEX0 vTexCoord
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void main()
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{
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vec2 dx = vec2(params.OriginalSize.z, 0.0);
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vec2 dy = vec2(0.0, params.OriginalSize.w);
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vec3 color0 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy).rgb;
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vec3 color1 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dx).rgb;
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vec3 color2 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dx).rgb;
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vec3 color3 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dy).rgb;
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vec3 color4 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dy).rgb;
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vec3 color = (2.5 * color0 + color1 + color2 + color3 + color4)/6.5;
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vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb;
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float w = 1.0;
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if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; }
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vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w);
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FragColor = vec4(result, w);
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} |