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https://github.com/italicsjenga/slang-shaders.git
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56 lines
1.5 KiB
Plaintext
56 lines
1.5 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Phosphor Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#include "mame_parameters.inc"
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float DeltaTime = global.deltatime;
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vec3 Phosphor = vec3(global.phosphor_r, global.phosphor_g, global.phosphor_b);
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const float F = 1.0;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PassFeedback6;
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#define DiffuseSampler Source
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#define PreviousSampler PassFeedback6
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void main()
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{
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vec4 CurrY = texture(DiffuseSampler, vTexCoord);
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vec3 PrevY = texture(PreviousSampler, vTexCoord).rgb;
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PrevY[0] *= (Phosphor[0] == 0.0) ? 0.0 : pow(Phosphor[0], F * DeltaTime);
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PrevY[1] *= (Phosphor[1] == 0.0) ? 0.0 : pow(Phosphor[1], F * DeltaTime);
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PrevY[2] *= (Phosphor[2] == 0.0) ? 0.0 : pow(Phosphor[2], F * DeltaTime);
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float a = max(PrevY[0], CurrY[0]);
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float b = max(PrevY[1], CurrY[1]);
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float c = max(PrevY[2], CurrY[2]);
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FragColor = Passthrough ? CurrY : vec4(a, b, c, CurrY.a);
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} |