mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
d114c41686
* Update crt-consumer.slang Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630. * Update crt-gdv-mini-ultra.slang Removed NTSC, some corrections too. * Update zfast_crt_composite.slang * Update fake-crt-geom.slang * Add files via upload * add night_mode * Update lanczos16.slang fix minor artifacts * Brightness fix scanline.slang Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS. * fix scanlines misalignment
61 lines
1 KiB
Plaintext
61 lines
1 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
2023
|
|
Night mode (!) by DariusG
|
|
|
|
*/
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
float WP;
|
|
float strength;
|
|
|
|
} params;
|
|
#pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01
|
|
#pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05
|
|
|
|
#define WP params.WP
|
|
#define strength params.strength
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 FinalViewportSize;
|
|
vec4 OutputSize;
|
|
} 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 = 1) uniform sampler2D Source;
|
|
|
|
|
|
void main()
|
|
{
|
|
vec3 color = texture(Source, vTexCoord).rgb;
|
|
|
|
color *= vec3(strength);
|
|
color = vec3(color.r+WP, color.g, color.b-WP);
|
|
|
|
|
|
FragColor = vec4(color,1.0);
|
|
}
|