slang-shaders/gpu/shaders/3dfx/old/3dfx_pass_1.slang

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#version 450
// "LeiFX" shader - Gamma process
//
// Copyright (C) 2013-2014 leilei
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
float mod2(float x, float y)
{
return x - y * floor (x/y);
}
#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()
{
float3 outcolor = tex2D(Source, vTexCoord).rgb;
float2 res;
res.x = params.SourceSize.x;
res.y = params.SourceSize.y;
// Gamma scanlines
// the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not
// but it was enough to brainwash the competition for looking 'too dark'
float gammaed = 0.15;
float leifx_linegamma = gammaed;
float2 dithet = vTexCoord.xy * res.xy;
dithet.y = vTexCoord.y * res.y;
float horzline1 = (mod2(dithet.y, 2.0));
if (horzline1 < 1) leifx_linegamma = 0;
float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
outcolor.r = pow(outcolor.r, 1.0 / leifx_gamma);
outcolor.g = pow(outcolor.g, 1.0 / leifx_gamma);
outcolor.b = pow(outcolor.b, 1.0 / leifx_gamma);
FragColor = vec4(outcolor, 1.0);
}