mirror of
https://github.com/italicsjenga/slang-shaders.git
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35c2d7064e
* add TATE mode to mame_hlsl * add crt-guest-dr-venom2 shaders and presets * get rid of weird character in filename * add updated crt-hyllian shaders and presets * update guest's deconvergence to latest * more gdv updates * forgot one
105 lines
3.3 KiB
Plaintext
105 lines
3.3 KiB
Plaintext
#version 450
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/*
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Phosphor Afterglow Shader
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Copyright (C) 2018 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float AS, PR, PG, PB, sat;
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} params;
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#pragma parameter AS "Afterglow Strength" 0.07 0.0 1.0 0.01
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#pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01
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#pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01
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#pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01
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#pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01
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#define AS params.AS
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#define PR params.PR
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#define PG params.PG
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#define PB params.PB
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#define sat params.sat
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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#define Prev1Texture OriginalHistory1
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#define Prev2Texture OriginalHistory2
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#define Prev3Texture OriginalHistory3
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#define Prev4Texture OriginalHistory4
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#define Prev5Texture OriginalHistory5
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#define Prev6Texture OriginalHistory6
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#define TEX0 vTexCoord
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#define eps 1e-3
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vec3 afterglow(float number)
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{
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return vec3(AS)*exp2(-vec3(PR, PG, PB)*vec3(number*number));
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}
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void main()
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{
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vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb;
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vec3 color1 = COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb * afterglow(1.0);
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vec3 color2 = COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb * afterglow(2.0);
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vec3 color3 = COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb * afterglow(3.0);
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vec3 color4 = COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb * afterglow(4.0);
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vec3 color5 = COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb * afterglow(5.0);
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vec3 color6 = COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb * afterglow(6.0);
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vec3 glow = color1 + color2 + color3 + color4 + color5 + color6;
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float l = length(glow);
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glow = normalize(pow(glow + vec3(eps), vec3(sat)))*l;
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float w = 1.0;
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if ((color.r + color.g + color.b) > 7.0/255.0) w = 0.0;
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FragColor = vec4(color + w*glow,1.0);
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} |