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https://github.com/italicsjenga/slang-shaders.git
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56 lines
1.4 KiB
Plaintext
56 lines
1.4 KiB
Plaintext
#version 450
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// CRT-torridgristle - Candy Bloom
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// license: public domain
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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 GlowLevel;
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float GlowTightness;
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} params;
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#pragma parameter GlowLevel "Glow Level" 1.0 0.0 1.0 0.1
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#pragma parameter GlowTightness "Glow Tightness" 0.5 0.0 1.0 0.1
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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 candy_ref;
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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float MaxRGB = max(Picture.x, max(Picture.y, Picture.z));
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float MinRGB = min(Picture.x, min(Picture.y, Picture.z));
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float YIQLuminance = ((0.299*Picture.x) + (0.587*Picture.y) + (0.114*Picture.z));
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Picture /= MaxRGB;
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Picture = clamp(Picture,0.0,1.0);
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FragColor = vec4(mix(texture(candy_ref, vTexCoord).xyz, Picture, mix(1.-pow(1.-YIQLuminance,2.0),YIQLuminance*YIQLuminance,params.GlowTightness)*params.GlowLevel),1.0);
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} |