mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
d114c41686
* Update crt-consumer.slang Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630. * Update crt-gdv-mini-ultra.slang Removed NTSC, some corrections too. * Update zfast_crt_composite.slang * Update fake-crt-geom.slang * Add files via upload * add night_mode * Update lanczos16.slang fix minor artifacts * Brightness fix scanline.slang Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS. * fix scanlines misalignment
61 lines
1 KiB
Plaintext
61 lines
1 KiB
Plaintext
#version 450
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/*
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2023
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Night mode (!) by DariusG
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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float WP;
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float strength;
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} params;
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#pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01
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#pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05
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#define WP params.WP
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#define strength params.strength
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 FinalViewportSize;
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vec4 OutputSize;
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} global;
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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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{
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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 = 1) uniform sampler2D Source;
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void main()
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{
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vec3 color = texture(Source, vTexCoord).rgb;
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color *= vec3(strength);
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color = vec3(color.r+WP, color.g, color.b-WP);
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FragColor = vec4(color,1.0);
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}
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