mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
72 lines
1.8 KiB
Plaintext
72 lines
1.8 KiB
Plaintext
#version 450
|
|
|
|
// blendoverlay
|
|
// based on:
|
|
// https://github.com/jamieowen/glsl-blend for blendOverlay
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float OverlayMix;
|
|
float LUTWidth;
|
|
float LUTHeight;
|
|
} params;
|
|
|
|
#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
|
|
#pragma parameter LUTWidth "LUT Width" 6.0 1.0 1920.0 1.0
|
|
#pragma parameter LUTHeight "LUT Height" 4.0 1.0 1920.0 1.0
|
|
|
|
#define OverlayMix params.OverlayMix
|
|
#define LUTWidth params.LUTWidth
|
|
#define LUTHeight params.LUTHeight
|
|
|
|
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;
|
|
layout(set = 0, binding = 3) uniform sampler2D overlay;
|
|
|
|
float blendOverlay(float base, float blend) {
|
|
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 Picture = texture(Source, vTexCoord).xyz;
|
|
|
|
float Luminance = 0.299*Picture.x + 0.587*Picture.y + 0.114*Picture.z;
|
|
|
|
vec2 LutCoord = vec2(fract(vTexCoord.x*params.OutputSize.x/LUTWidth),fract(vTexCoord.y*params.OutputSize.y/LUTHeight));
|
|
|
|
vec3 ShadowMask = texture(overlay, LutCoord).xyz;
|
|
|
|
vec3 ImageFinal = Picture;
|
|
|
|
ImageFinal.r = blendOverlay(ImageFinal.r,ShadowMask.r);
|
|
ImageFinal.g = blendOverlay(ImageFinal.g,ShadowMask.g);
|
|
ImageFinal.b = blendOverlay(ImageFinal.b,ShadowMask.b);
|
|
|
|
ImageFinal = mix(Picture,clamp(ImageFinal,0.0,1.0),OverlayMix);
|
|
|
|
FragColor = vec4(ImageFinal,1.0);
|
|
}
|