slang-shaders/misc/shaders/night_mode.slang
metallic77 d114c41686
add night-mode (#414)
* Update crt-consumer.slang

Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630.

* Update crt-gdv-mini-ultra.slang

Removed NTSC,  some corrections too.

* Update zfast_crt_composite.slang

* Update fake-crt-geom.slang

* Add files via upload

* add night_mode

* Update lanczos16.slang

fix minor artifacts

* Brightness fix scanline.slang

Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS.

* fix scanlines misalignment
2023-05-01 08:27:13 -05:00

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#version 450
/*
2023
Night mode (!) by DariusG
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
float WP;
float strength;
} params;
#pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01
#pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05
#define WP params.WP
#define strength params.strength
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
vec4 OutputSize;
} 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;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
void main()
{
vec3 color = texture(Source, vTexCoord).rgb;
color *= vec3(strength);
color = vec3(color.r+WP, color.g, color.b-WP);
FragColor = vec4(color,1.0);
}