slang-shaders/crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang
hunterk 35c2d7064e
add crt-hyllian and crt-guest updates (#166)
* add TATE mode to mame_hlsl

* add crt-guest-dr-venom2 shaders and presets

* get rid of weird character in filename

* add updated crt-hyllian shaders and presets

* update guest's deconvergence to latest

* more gdv updates

* forgot one
2021-01-16 09:31:32 -06:00

88 lines
2.4 KiB
Plaintext

#version 450
/*
Average Luminance Shader
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Thanks to HunterK for the mipmap hint. :D
*/
layout(push_constant) uniform Push
{
uint FrameCount;
vec4 SourceSize;
float lsmooth;
} params;
#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.90 0.50 0.99 0.01
#define lsmooth params.lsmooth
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define InputSize SourceSize
#define TEX0 vTexCoord
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D OriginalHistory0;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
#define PassPrev2Texture WhitePointPass
void main()
{
if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard;
float m = max(log2(SourceSize.x), log2(SourceSize.y));
m = max(m - 1.0, 1.0);
float ltotal = 0.0;
ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.25), m).rgb));
ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.75), m).rgb));
ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.25), m).rgb));
ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.75), m).rgb));
ltotal*=0.25;
ltotal = pow(0.577350269 * ltotal, 0.6);
float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a;
ltotal = mix(ltotal, lhistory, lsmooth);
FragColor = vec4(ltotal);
}