slang-shaders/crt/shaders/torridgristle/Brighten.slang

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#version 450
// torridgristle CRT - Brighten pass
// by torridgristle
// license: public domain
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BrightenLevel;
float BrightenAmount;
} params;
#pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0
#pragma parameter BrightenAmount "Brighten Amount" 0.1 0.0 1.0 0.1
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()
{
vec3 Picture = texture(Source, vTexCoord).xyz;
Picture = clamp(Picture,0.0,1.0);
FragColor = vec4(mix(Picture,1.0-pow(1.0-Picture,vec3(params.BrightenLevel)),params.BrightenAmount),1.0);
}