slang-shaders/test/nonfunctional/shaders/mame/mame_phosphor.slang
2019-03-27 16:28:59 -05:00

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "mame_parameters.inc"
float DeltaTime = global.deltatime;
vec3 Phosphor = vec3(global.phosphor_r, global.phosphor_g, global.phosphor_b);
const float F = 1.0;
#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 PassFeedback6;
#define DiffuseSampler Source
#define PreviousSampler PassFeedback6
void main()
{
vec4 CurrY = texture(DiffuseSampler, vTexCoord);
vec3 PrevY = texture(PreviousSampler, vTexCoord).rgb;
PrevY[0] *= (Phosphor[0] == 0.0) ? 0.0 : pow(Phosphor[0], F * DeltaTime);
PrevY[1] *= (Phosphor[1] == 0.0) ? 0.0 : pow(Phosphor[1], F * DeltaTime);
PrevY[2] *= (Phosphor[2] == 0.0) ? 0.0 : pow(Phosphor[2], F * DeltaTime);
float a = max(PrevY[0], CurrY[0]);
float b = max(PrevY[1], CurrY[1]);
float c = max(PrevY[2], CurrY[2]);
FragColor = Passthrough ? CurrY : vec4(a, b, c, CurrY.a);
}