slang-shaders/crt/shaders/guest/linearize_scanlines.slang
2019-12-11 10:50:00 -06:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE_GAMMA;
} params;
#pragma parameter SCANLINE_GAMMA "Scanline Spike Removal" 12.0 1.0 15.0 0.5
#define SCANLINE_GAMMA params.SCANLINE_GAMMA
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 AfterglowPass;
void main()
{
FragColor = vec4(pow(vec3(texture(AfterglowPass, vTexCoord).rgb), vec3(SCANLINE_GAMMA)),1.0/SCANLINE_GAMMA);
}