mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
1942bdafce
Checkerboard treatment on par with checkerboar-dedither shaders (it’ll indeed be incorporated eventually); Vertical Lines dedither improved, less false positives (though a bit of false negative); CB and VL independent options.
46 lines
1.1 KiB
Plaintext
46 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 SGPT_BLEND_OPTION;
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float UseGamma;
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} params;
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#pragma parameter SGPT_BLEND_OPTION "SGENPT-MIX: [ OFF | CB | VL | BOTH ]" 3.0 0.0 3.0 1.0
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#pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
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#define UseGamma params.UseGamma
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#define LinInputGamma (UseGamma+1.0)
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#define GAMMA_IN(color) pow(color, vec3(LinInputGamma, LinInputGamma, LinInputGamma))
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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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#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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void main()
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{
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FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
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}
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