mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
141 lines
4.8 KiB
Plaintext
141 lines
4.8 KiB
Plaintext
#version 450
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#include "config.inc"
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//Dumbify glow under this treshold.
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#define GLOW_SHARP_MAX_ALTERNATE -2.0
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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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layout(location = 1) out float glow_h_and_w_outside_interval;
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layout(location = 2) out float glow_w_inside_interval;
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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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//IN_GLOW_H is are over the upper limit and IN_GLOW_W is outside the allowed interval;
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glow_w_inside_interval = float(IN_GLOW_W < GLOW_SHARP_MAX && IN_GLOW_W > GLOW_SHARP_MAX_ALTERNATE);
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float glow_h_inside_interval = float(IN_GLOW_H < GLOW_SHARP_MAX && IN_GLOW_H > GLOW_SHARP_MAX_ALTERNATE);
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glow_h_and_w_outside_interval = float (glow_h_inside_interval != 1.0 && glow_w_inside_interval != 1.0) ;
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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 = 1) in float glow_h_and_w_outside_interval;
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layout(location = 2) in float glow_w_inside_interval;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 5) uniform sampler2D shift_and_bleed_pass;
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layout(set = 0, binding = 6) uniform sampler2D shift_and_bleed_passFeedback;
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#include "includes/functions.include.slang"
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vec3 blur_select_wrap(sampler2D texture_in, vec2 co, vec4 sourcesize, float sharpness, bool use_gauss) {
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if (use_gauss)
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return blur9_x(texture_in, co, sourcesize.xy, sharpness);
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else
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{
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//Compute subtractive sharpening via blur sharpness strength:
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//For sharpness 0.45, no unsharp mask
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//For sharpness 0.8, 0.65 unsharp mask
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//float sharp_sub = (1.857 * abs(IN_GLOW_W) - 0.836);
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float in_glow_w = abs(IN_GLOW_W);
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in_glow_w = max(in_glow_w, MIN_IN_GLOW_SHARP);
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float sharp_sub = 0.8125 * in_glow_w;
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sharp_sub = clamp(sharp_sub, 0.0,1.0);
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return blur9_x_box(texture_in, co, sourcesize.xy, sharpness, sharp_sub);
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}
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}
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void main() {
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if (DO_IN_GLOW == 0.0) {
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//Delta render?
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if (DELTA_RENDER == 1.0) {
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float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
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textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
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FragColor = vec4(0.0,0.0,0.0,DR_unchanged);
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return;
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}
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};
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//Don't do anything if IN_GLOW_H is are over the upper limit
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//and IN_GLOW_W is outside the allowed interval;
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if ( glow_h_and_w_outside_interval == 1.0) {
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vec4 passthrough = texture(shift_and_bleed_pass, vTexCoord);
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//Delta render?
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if (DELTA_RENDER == 1.0) {
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float DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
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textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
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FragColor = vec4(passthrough.rgb, DR_unchanged);
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return;
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}
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FragColor = passthrough;
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return;
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}
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float IN_GLOW_W_ADAPTED = abs(IN_GLOW_W);
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//Modulate glow power via ntsc artifact mask:
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float ntsc_artifacts = texture(shift_and_bleed_pass, vTexCoord).a;
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//To debug ntsc artifacts mask:
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if (DO_NTSC_ARTIFACTS + NTSC_SHOW_ARTF_MASK > 1.5) {
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FragColor = vec4(ntsc_artifacts);
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return;
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}
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//finally "add" them to the configured sharpness (-> less blur)
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IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED + DO_NTSC_ARTIFACTS * ((1-ntsc_artifacts) * NTSC_ARTF_NOBLUR);
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//don't allow lower values that look bad:
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//IN_GLOW_W_ADAPTED = max(IN_GLOW_W_ADAPTED, MIN_IN_GLOW_SHARP);
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//Scale it for lanczos
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// if (IN_GLOW_W < 0.0)
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// IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED+1)/10.0;
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//Scale it for box
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if (IN_GLOW_W < 0.0)
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IN_GLOW_W_ADAPTED = (IN_GLOW_W_ADAPTED)/1.2;
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//Make it resolution independent.
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IN_GLOW_W_ADAPTED = IN_GLOW_W_ADAPTED / NEW_SCALEMOD_X;
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//Delta render?
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float DR_unchanged = 0.0;
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if (DELTA_RENDER == 1.0) {
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//Keep track of changed pixels to speedup rendering in final pass
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DR_unchanged = float( textureLod(shift_and_bleed_pass, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb ==
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textureLod(shift_and_bleed_passFeedback, vTexCoord, DELTA_RENDER_CHECK_AREA).rgb);
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}
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//Finally blur horizontally
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if (glow_w_inside_interval == 1.0) {
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FragColor = vec4(blur_select_wrap(shift_and_bleed_pass, vTexCoord, global.flick_and_noise_passSize, IN_GLOW_W_ADAPTED, (IN_GLOW_W >= 0.0) ),
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DR_unchanged);
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} else {
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FragColor = vec4(texture(shift_and_bleed_pass, vTexCoord).rgb, DR_unchanged);
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}
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}
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