mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
c10a40e656
* update shaders that use Original to use a reference pass instead for append/prepend readiness * remove some extraneous files * fix super-xbr preset that was already broken apparently
48 lines
1.1 KiB
Plaintext
48 lines
1.1 KiB
Plaintext
#version 450
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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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float trail_bright;
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} params;
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#pragma parameter trail_bright "Phos. Trail Brightness" 0.25 0.0 1.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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mat3 yiq_mat = mat3(
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0.2989, 0.5959, 0.2115,
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0.5870, -0.2744, -0.5229,
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0.1140, -0.3216, 0.3114
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);
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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 glow_trails_refpass;
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void main()
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{
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vec4 trails = texture(Source, vTexCoord).rgba;
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vec4 current = pow(texture(glow_trails_refpass, vTexCoord).rgba, vec4(2.2));
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FragColor = vec4(pow(current + vec4(clamp(trails.r - current.r, 0.0, 1.0) * params.trail_bright), vec4(1.0 / 2.2)));
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}
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