mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
3eecf5c78e
* For pull request of koko-aio 3.5 * removed monitor source
110 lines
3.9 KiB
Plaintext
110 lines
3.9 KiB
Plaintext
#version 450
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#include "config.inc"
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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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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 = 3) uniform sampler2D FXAA_pass;
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layout(set = 0, binding = 4) uniform sampler2D first_pass;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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// Blur sizes must not depend on input resolution
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#define scalemod_x (params.OutputSize.x/360.0)
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#define scalemod_y (params.OutputSize.y/270.0)
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#include "includes/pixel_glows.include.slang"
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vec3 glow_blur_bias_smother_bloomer(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias) {
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//Modulates the mix of the blurred version over the sharp one
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//by the luminosity difference of the blurred version and the original
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vec3 pixel_original = texture(source_tex,vTexCoord).rgb;
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vec3 pixel_sharp = pow(pixel_original,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER;
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vec3 pixel_glowed_c = clamp(pixel_glowed, 0.0, 1.0);
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vec3 pixel_sharp_c = clamp(pixel_sharp, 0.0, 1.0);
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vec3 vmix = vec3( pixel_glowed_c.r - pixel_original.r,
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pixel_glowed_c.g - pixel_original.g,
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pixel_glowed_c.b - pixel_original.b);
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vmix += IN_GLOW_BIAS;
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vmix = clamp(vmix, 0.0, 1.0);
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vmix *= vmix;
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return mix(pixel_sharp, pixel_glowed, vmix );
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//return mix(pixel_sharp, pixel_glowed, clamp( (vmix+0.01 * vInGlowBias) , 0.0,1.0) );
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//return pixel_sharp + pixel_glowed*clamp( (vmix+0.01 * vInGlowBias) , 0.0,1.0);
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}
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vec3 glow_blur_bias_sharper_AA(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias) {
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//from latitude. with pow.
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vec3 pixel_source = texture(source_tex, co).rgb;
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pixel_source = pow(pixel_source,vec3(IN_GLOW_GAMMA)) * IN_GLOW_POWER;
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float glowlum = max(max(pixel_glowed.r, pixel_glowed.g), pixel_glowed.b);
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float orilum = max(max(pixel_source.r, pixel_source.g), pixel_source.b);
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glowlum = clamp(glowlum, 0.0, 1.0);
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orilum = clamp(orilum, 0.0, 1.0);
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float g_mix = (glowlum - orilum);
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g_mix += IN_GLOW_BIAS;
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g_mix = clamp(g_mix, 0.0, 1.0);
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g_mix *= g_mix ;
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return mix(pixel_source, pixel_glowed, g_mix);
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}
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vec3 glow_blur_bias(sampler2D source_tex, vec2 co, vec3 pixel_glowed, float bias){
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if (IN_GLOW_W < 0.99)
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return glow_blur_bias_sharper_AA( source_tex, co, pixel_glowed, bias);
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else
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return glow_blur_bias_smother_bloomer( source_tex, co, pixel_glowed, bias);
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}
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void main() {
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if (DO_IN_GLOW == 0.0) return;
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vec3 pixel_glowed;
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if ( DO_SHIFT_RGB + DO_SAT_BLEED > 0.0) {
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pixel_glowed = pixel_glow(shift_and_bleed_pass, IN_GLOW_W, IN_GLOW_H, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord, params.OutputSize, params.OutputSize).rgb;
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if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) )
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pixel_glowed = glow_blur_bias(shift_and_bleed_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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}
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else if (DO_FXAA > 0.0) {
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pixel_glowed = pixel_glow(FXAA_pass, IN_GLOW_W, IN_GLOW_H, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord, params.OutputSize, params.OutputSize).rgb;
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if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) )
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pixel_glowed = glow_blur_bias(FXAA_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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}
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else {
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pixel_glowed = pixel_glow(first_pass, IN_GLOW_W, IN_GLOW_H, IN_GLOW_POWER, IN_GLOW_GAMMA, vTexCoord, params.OutputSize, params.OutputSize).rgb;
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if (IN_GLOW_BIAS < IN_GLOW_BIAS_MAX && (IN_GLOW_W < GLOW_SHARP_MAX || IN_GLOW_H < GLOW_SHARP_MAX) )
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pixel_glowed = glow_blur_bias(first_pass, vTexCoord, pixel_glowed, IN_GLOW_BIAS);
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}
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FragColor = vec4((pixel_glowed),1.0);
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}
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