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https://github.com/italicsjenga/slang-shaders.git
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93 lines
2.6 KiB
Plaintext
93 lines
2.6 KiB
Plaintext
#version 450
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#include "../../base/common/globals-and-screen-scale-params.inc"
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#include "../../base/common/params-2-bezel.inc"
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#include "../../base/common/common-functions-bezel.inc"
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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 BLOOM_STRENGTH;
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float SOURCE_BOOST;
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float OUTPUT_GAMMA;
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} params;
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#pragma parameter BLOOM_STRENGTH " Bloom Strength" 0.10 0.0 1.0 0.01
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#pragma parameter SOURCE_BOOST " Bloom Color Boost" 1.15 1.0 2.0 0.05
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#pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 1.0 3.0 0.1
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#define BLOOM_STRENGTH params.BLOOM_STRENGTH
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#define SOURCE_BOOST params.SOURCE_BOOST
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#define OUTPUT_GAMMA params.OUTPUT_GAMMA
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#define INV_OUTPUT_GAMMA (1.0 / OUTPUT_GAMMA)
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#define saturate(c) clamp(c, 0.0, 1.0)
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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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layout(set = 0, binding = 3) uniform sampler2D CRT_PASS;
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void main()
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{
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// // HSM Added
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// vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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// HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// vec2 cache_bounds_coord = SCREEN_COORD;
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// // If it's the potato preset render the whole frame
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// #ifndef IS_POTATO_PRESET
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// #ifndef IS_NO_REFLECT_PRESET
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// // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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// HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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// TUBE_DIFFUSE_SCALE,
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// TUBE_SCALE,
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// SCREEN_ASPECT,
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// false,
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// BEZEL_OUTSIDE_SCALE,
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// BEZEL_OUTSIDE_COORD,
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// BEZEL_OUTSIDE_CURVED_COORD,
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// FRAME_OUTSIDE_CURVED_COORD);
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// cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
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// #endif
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// #endif
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// if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
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// {
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// FragColor = vec4(0);
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// return;
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// }
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vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb;
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vec3 bloom = texture(Source, vTexCoord).rgb;
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source += BLOOM_STRENGTH * bloom;
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// HSM Removed
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FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0);
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// HSM add output gamma
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// FragColor = HSM_Delinearize(vec4(saturate(source), 1), HSM_GAMMA_OUT_CRT);
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// End Addition
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}
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