mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
93 lines
2.8 KiB
Plaintext
93 lines
2.8 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Phosphor Afterglow Shader pass 0
|
|
|
|
Copyright (C) 2020 guest(r) - guest.r@gmail.com
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float PR, PG, PB;
|
|
} params;
|
|
|
|
#pragma parameter bogus_resolution "[ INTERNAL RESOLUTION (Quick setup) ]:" 0.0 0.0 1.0 1.0
|
|
#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10
|
|
|
|
#pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
|
|
#pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01
|
|
#pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01
|
|
#pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01
|
|
|
|
#define PR params.PR
|
|
#define PG params.PG
|
|
#define PB params.PB
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D OriginalHistory0;
|
|
layout(set = 0, binding = 3) uniform sampler2D AfterglowPassFeedback;
|
|
|
|
#define TEX0 vTexCoord
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 dx = vec2(params.OriginalSize.z, 0.0);
|
|
vec2 dy = vec2(0.0, params.OriginalSize.w);
|
|
|
|
vec3 color0 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy).rgb;
|
|
vec3 color1 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dx).rgb;
|
|
vec3 color2 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dx).rgb;
|
|
vec3 color3 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy - dy).rgb;
|
|
vec3 color4 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy + dy).rgb;
|
|
|
|
vec3 color = (2.5 * color0 + color1 + color2 + color3 + color4)/6.5;
|
|
|
|
vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb;
|
|
|
|
float w = 1.0;
|
|
if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; }
|
|
|
|
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 1.25/255.0, 0.0), color, w);
|
|
|
|
FragColor = vec4(result, w);
|
|
} |