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https://github.com/italicsjenga/slang-shaders.git
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62 lines
2.8 KiB
C++
62 lines
2.8 KiB
C++
layout(push_constant) uniform Push
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{
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float phosphor_power, phosphor_amplitude, CRTgamma, width, aspect_x, aspect_y, d, R, angle_x, angle_y,
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aperture_strength, halation, curvature, cornersize, cornersmooth, overscan_x, overscan_y,
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monitorgamma, mask_type, SHARPER, scanline_weight, geom_lum, interlace_detect;
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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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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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vec4 internal1Size;
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mat4 MVP;
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} global;
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#pragma parameter mask_type "Mask (aperture, delta, slot)" 1.0 1.0 19.0 1.0
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#pragma parameter aperture_strength "Shadow mask strength" 0.4 0.0 1.0 0.05
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#pragma parameter phosphor_power "Phosphor decay power" 1.2 0.5 3.0 0.05
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#pragma parameter phosphor_amplitude "Phosphor persistence amplitude" 0.04 0.0 0.2 0.01
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#pragma parameter CRTgamma "Gamma of simulated CRT" 2.4 0.7 4.0 0.05
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#pragma parameter halation "Halation amplitude" 0.1 0.0 0.3 0.01
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#pragma parameter width "Halation blur width" 2.0 0.1 4.0 0.1
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#pragma parameter curvature "Enable Curvature" 1.0 0.0 1.0 1.0
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#pragma parameter R "Radius of curvature" 3.5 0.5 10.0 0.1
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#pragma parameter d "Distance to screen" 2.0 0.1 10.0 0.1
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#pragma parameter angle_x "Tilt X" 0.0 -1.0 1.0 0.01
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#pragma parameter angle_y "Tilt Y" 0.0 -1.0 1.0 0.01
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#pragma parameter cornersize "Rounded corner size" 0.01 0.00 0.10 0.01
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#pragma parameter cornersmooth "Border smoothness" 1000.0 100.0 2000.0 100.0
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#pragma parameter overscan_x "Overscan X" 1.0 0.8 1.2 0.02
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#pragma parameter overscan_y "Overscan Y" 1.0 0.8 1.2 0.02
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#pragma parameter monitorgamma "Gamma of output display" 2.2 0.7 4.0 0.05
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#pragma parameter aspect_x "Aspect ratio X" 1.0 0.3 1.0 0.01
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#pragma parameter aspect_y "Aspect ratio Y" 0.75 0.3 1.0 0.01
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#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
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#pragma parameter geom_lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
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#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
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#define phosphor_power params.phosphor_power
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#define phosphor_amplitude params.phosphor_amplitude
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#define CRTgamma params.CRTgamma
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#define width params.width
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#define curvature params.curvature
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#define d params.d
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#define cornersize params.cornersize
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#define cornersmooth params.cornersmooth
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#define monitorgamma params.monitorgamma
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#define halation params.halation
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#define aperture_strength params.aperture_strength
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#define geom_lum params.geom_lum
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#define scanline_weight params.scanline_weight
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#define interlace_detect params.interlace_detect
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vec2 aspect = vec2(params.aspect_x, params.aspect_y);
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vec2 angle = vec2(params.angle_x, params.angle_y);
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vec2 overscan = vec2(params.overscan_x, params.overscan_y);
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int mask_picker = int(params.mask_type);
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const float gamma = 2.2;
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