mirror of
https://github.com/italicsjenga/slang-shaders.git
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175 lines
6 KiB
Plaintext
175 lines
6 KiB
Plaintext
#version 450
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#include "config.inc"
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//Dumbify glow under this treshold.
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#define GLOW_SHARP_MAX_ALTERNATE -2.0
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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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layout(location = 1) out float glow_h_inside_interval;
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layout(location = 2) out float vDoInGlowBias;
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layout(location = 3) out float vGlow_Gain;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord ;
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// If * at least one sharpness is lower than the max
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// * we dont want just blur
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// * we don't want to show ntsc artifact masks if we're doing ntsc artifacts
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// Then do in glow bias
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vDoInGlowBias = float ( IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
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(abs(IN_GLOW_W) < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
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(DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK < 1.5) );
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glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE);
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vGlow_Gain = mix(1.0, IN_GLOW_POWER, DO_CCORRECTION);
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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 = 1) in float glow_h_inside_interval;
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layout(location = 2) in float vDoInGlowBias;
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layout(location = 3) in float vGlow_Gain;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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layout(set = 0, binding = 6) uniform sampler2D Source;
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#include "includes/functions.include.slang"
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vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
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vec3 pixel_source = texture(source_tex, co).rgb;
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pixel_source = pixel_source * vGlow_Gain;
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vec3 glow_light = pixel_glowed - pixel_source;
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glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0);
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//glow_light = pow(glow_light, vec3(SERVICE1));
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vec3 proper_glow = glow_light * glow_light + pixel_source;
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return mix(proper_glow, pixel_glowed, max(0.0, bias));
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}
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vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) {
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if (use_gauss)
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return blur9_y(texture_in, co, sourcesize.xy, sharpness);
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else
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{
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//Compute subtractive sharpening via blur sharpness strength:
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//For sharpness 0.45, no unsharp mask
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//For sharpness 0.8, 0.65 unsharp mask
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//float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836);
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float in_glow_h = abs(IN_GLOW_H);
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in_glow_h = max(in_glow_h, MIN_IN_GLOW_SHARP);
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float sharp_sub = 0.8125 * in_glow_h;
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sharp_sub = clamp(sharp_sub, 0.0,1.0);
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return blur9_y_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub);
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}
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}
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/*
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vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
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//Create a dilated and an eroded image, then mix between them via the blurred color.
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vec3 pixel_source = texture(source_tex, co).rgb;
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pixel_source = pixel_source * IN_GLOW_POWER;
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vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0);
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vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0);
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vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0);
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vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ;
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vec3 pixel_dilated = pixel_source + glow_light ;
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vec3 pixel_eroded = pixel_source - pixel_dark ;
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//Dilate or erode depending on blurred brightness:
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vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed);
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//Unsharp mask:
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float sharpamt = 0.5;
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pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt);
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pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt);
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return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias));
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//return mix(pixel_out, pixel_glowed, max(0.0, bias));
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}
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*/
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void main() {
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if (DO_IN_GLOW == 0.0) {
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if ( DELTA_RENDER == 1.0) {
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float original_unchanged = texture(Source,vTexCoord).a;
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vec3 color = texture(shift_and_bleed_pass, vTexCoord).rgb * vGlow_Gain;
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FragColor = vec4(color, original_unchanged);
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return;
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}
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FragColor = texture(shift_and_bleed_pass, vTexCoord) * vGlow_Gain;
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return;
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}
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vec3 pixel_glowed;
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float IN_GLOW_H_ADAPTED = abs(IN_GLOW_H);
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if (DO_NTSC_ARTIFACTS == 1.0) {
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float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
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//finally "add" them to the configured sharpness (-> less blur)
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IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED + ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR);
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}
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//don't allow lower values that look bad:
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// IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP);
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//Make it resolution independent.
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IN_GLOW_H_ADAPTED = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y;
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//It over the max sharp, then just passthrough, else do the blur.
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if (glow_h_inside_interval == 1.0) {
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pixel_glowed = blur_select_wrap(Source, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_H_ADAPTED, (IN_GLOW_H >= 0.0) ) * vGlow_Gain;
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//pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, IN_GLOW_H_ADAPTED) * vGlow_Gain;
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} else {
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pixel_glowed = texture(Source, vTexCoord).rgb * vGlow_Gain;
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}
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//Series of conditions to do in glow bias done in vertex shader:
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if (vDoInGlowBias == 1.0) {
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pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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//pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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}
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//Previous pass compared previous and current source frame and exported that info in the alpha.
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//Pass it through when we need delta rended.
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if ( DELTA_RENDER == 1.0) {
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float original_unchanged = texture(Source,vTexCoord).a;
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FragColor = vec4(pixel_glowed, original_unchanged);
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return;
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}
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FragColor = vec4(pixel_glowed,1.0);
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}
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