slang-shaders/bezel/Mega_Bezel/shaders/base/output-hdr.slang
2022-12-22 00:16:29 -05:00

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#version 450
/*
HDR Output - All color work by MajorPainTheCactus
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 3 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, see [http://www.gnu.org/licenses/].
*/
// Pass HDR color format
#pragma format A2B10G10R10_UNORM_PACK32
/////////////// IMPORTS ///////////////
#include "../megatron/include/parameters-hdr-color.h"
#include "../megatron/include/gamma_correct.h"
#include "../megatron/include/inverse_tonemap.h"
#include "../base/common/globals-and-screen-scale-params.inc"
#include "../base/common/common-functions.inc"
#include "../base/common/params-2-bezel.inc"
#include "../base/common/common-functions-bezel.inc"
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 6) out vec2 vTexCoord;
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
//////////////////////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
layout(location = 6) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OutputPassFeedback;
#define PassFeedback OutputPassFeedback
//////////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
TUBE_DIFFUSE_ASPECT,
false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
if (HHLP_IsOutsideCoordSpace(BEZEL_OUTSIDE_COORD))
{
vec4 feedback_color_test = texture(PassFeedback, vec2(1, 1));
if (HSM_CACHE_GRAPHICS_ON > 0.5 && feedback_color_test.a < 0 && !CACHE_INFO_CHANGED)
{
FragColor = texture(PassFeedback, vTexCoord);
return;
}
}
vec3 output_colour = vec3(0);
LinearToOutputColor(texture(Source, vTexCoord).rgb, output_colour);
FragColor = vec4(output_colour, 1.0f);
// If we have calculated an image then set -1 as a flag to show that we have
if (vTexCoord.x > (1 - 2 / global.OutputSize.x) && vTexCoord.y > ( 1 - 2 / global.OutputSize.y))
FragColor.a = -1;
}