slang-shaders/bezel/koko-aio/shaders/in_glow_y.slang
2023-04-13 17:16:48 +02:00

122 lines
4.1 KiB
Plaintext

#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float vIN_GLOW_H;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord ;
float IN_GLOW_H_ADAPTED = IN_GLOW_H;
//Auto calc glow sharpness via IN_GLOW_SPREAD
if (IN_GLOW_H <= 0.00001)
IN_GLOW_H_ADAPTED = IN_GLOW_SPREAD * IN_GLOW_SHARPNESS_SPREAD_RATIO_H;
//don't allow lower values that look bad:
IN_GLOW_H_ADAPTED = max(IN_GLOW_H_ADAPTED, MIN_IN_GLOW_SHARP);
vIN_GLOW_H = IN_GLOW_H_ADAPTED / NEW_SCALEMOD_Y; //Make it resolution independent.
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float vIN_GLOW_H;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
layout(set = 0, binding = 6) uniform sampler2D Source;
#include "includes/functions.include.slang"
vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
vec3 pixel_source = texture(source_tex, co).rgb;
// Since I moved from one pass blur for glow to 2 passes (x,y), I've had to
// move the pow to IN_GLOW_GAMMA in the previous pass, so pow-ering it
// again here, is not needed.
// pixel_source = pow(pixel_source,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER;
pixel_source = pixel_source * IN_GLOW_POWER;
vec3 glow_light = pixel_glowed - pixel_source;
glow_light = clamp(glow_light * IN_GLOW_SPREAD, 0.0, 1.0);
/* powering glow_light is fine when not dealing with scanline minimum thickness,
* but when the scanline shape gets smaller, it kinda produces a visive
* pow(x,2) by its own; in that case powering glow_light make things worse.
* It makes sense, because we are emulating the light spread twice.
* FIXME: How to deal with this?
*/
//glow_light = pow(glow_light, vec3(2.0));
vec3 proper_glow = glow_light * glow_light + pixel_source;
return mix(proper_glow, pixel_glowed, max(0.0, bias));
}
/*
vec3 antialias_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
//Create a dilated and an eroded image, then mix between them via the blurred color.
vec3 pixel_source = texture(source_tex, co).rgb;
pixel_source = pixel_source * IN_GLOW_POWER;
vec3 glow_light = clamp((pixel_glowed - pixel_source) * IN_GLOW_SPREAD, 0.0, 1.0);
vec3 pixel_glowed_inv = 1 - clamp(pixel_glowed, 0.0, 1.0);
vec3 pixel_source_inv = 1 - clamp(pixel_source, 0.0, 1.0);
vec3 pixel_dark = clamp((pixel_glowed_inv - pixel_source_inv) * IN_GLOW_SPREAD, 0.0, 1.0) ;
vec3 pixel_dilated = pixel_source + glow_light ;
vec3 pixel_eroded = pixel_source - pixel_dark ;
//Dilate or erode depending on blurred brightness:
vec3 pixel_dilated_eroded = mix(pixel_eroded, pixel_dilated, pixel_glowed);
//Unsharp mask:
float sharpamt = 0.5;
pixel_dilated_eroded = pixel_dilated_eroded + ((1 - pixel_glowed)*sharpamt);
pixel_dilated_eroded = (pixel_dilated_eroded - sharpamt) * (1 + 2*sharpamt);
return mix(pixel_dilated_eroded, pixel_glowed, max(0.0, bias));
//return mix(pixel_out, pixel_glowed, max(0.0, bias));
}
*/
void main() {
if (DO_IN_GLOW == 0.0) return;
vec3 pixel_glowed;
//apply just gamma and power for tighter blurs and exit:
if (IN_GLOW_W >= GLOW_SHARP_MAX && IN_GLOW_H >= GLOW_SHARP_MAX) {
pixel_glowed = texture(shift_and_bleed_pass,vTexCoord).rgb * IN_GLOW_POWER; //(Source, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord) ;
} else {
pixel_glowed = blur9_y(Source, vTexCoord, params.SourceSize.xy, vIN_GLOW_H) * IN_GLOW_POWER;
if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX &&
(IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) &&
(IN_GLOW_SHOW_ARTF_MASK < 0.5) ) {
pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
//pixel_glowed = antialias_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
}
}
FragColor = vec4(pixel_glowed,1.0);
}