slang-shaders/reshade/shaders/blendoverlay/blendoverlay.slang

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#version 450
// blendoverlay
// based on:
// https://github.com/jamieowen/glsl-blend for blendOverlay
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float OverlayMix;
float LUTWidth;
float LUTHeight;
} params;
#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
#pragma parameter LUTWidth "LUT Width" 6.0 1.0 1920.0 1.0
#pragma parameter LUTHeight "LUT Height" 4.0 1.0 1920.0 1.0
#define OverlayMix params.OverlayMix
#define LUTWidth params.LUTWidth
#define LUTHeight params.LUTHeight
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 Source;
layout(set = 0, binding = 3) uniform sampler2D overlay;
float blendOverlay(float base, float blend) {
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
}
void main()
{
vec3 Picture = texture(Source, vTexCoord).xyz;
float Luminance = 0.299*Picture.x + 0.587*Picture.y + 0.114*Picture.z;
vec2 LutCoord = vec2(fract(vTexCoord.x*params.OutputSize.x/LUTWidth),fract(vTexCoord.y*params.OutputSize.y/LUTHeight));
vec3 ShadowMask = texture(overlay, LutCoord).xyz;
vec3 ImageFinal = Picture;
ImageFinal.r = blendOverlay(ImageFinal.r,ShadowMask.r);
ImageFinal.g = blendOverlay(ImageFinal.g,ShadowMask.g);
ImageFinal.b = blendOverlay(ImageFinal.b,ShadowMask.b);
ImageFinal = mix(Picture,clamp(ImageFinal,0.0,1.0),OverlayMix);
FragColor = vec4(ImageFinal,1.0);
}