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

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz, W. M. Martinez
//-----------------------------------------------------------------------------
// Primary Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
//-----------------------------------------------------------------------------
// Macros
//-----------------------------------------------------------------------------
#define LUT_TEXTURE_WIDTH 4096.0f
#define LUT_SIZE 64.0f
#define LUT_SCALE vec2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
#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 MaskTexture;
#define DiffuseSampler Source
#define LutSampler MaskTexture
//-----------------------------------------------------------------------------
// Utilities
//-----------------------------------------------------------------------------
vec3 apply_lut(vec3 color)
{
// NOTE: Do not change the order of parameters here.
vec3 lutcoord = vec3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
float shift = floor(lutcoord.z);
lutcoord.x += shift * LUT_SCALE.y;
color.rgb = mix(texture(LutSampler, lutcoord.xy).rgb, texture(LutSampler,
float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
lutcoord.z - shift);
return color;
}
void main()
{
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
}