slang-shaders/crt/shaders/guest/crt-sm/linearize-sm.slang
2020-02-17 13:43:39 -06:00

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#version 450
layout(push_constant) uniform Push
{
float GAMMA_INPUT;
} params;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.5 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float ratio = texture(Source, vec2(0.5,0.1)).a;
if (vTexCoord.y > ratio) discard;
float gamma = 2.4;
if ( (GAMMA_INPUT > 0.4) || (GAMMA_INPUT < 4.1) ) gamma = GAMMA_INPUT;
gamma = 1.0/gamma;
FragColor = vec4(pow(vec3(texture(Source, vTexCoord).rgb), vec3(GAMMA_INPUT)),gamma);
}