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https://github.com/italicsjenga/slang-shaders.git
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72 lines
2.2 KiB
Plaintext
72 lines
2.2 KiB
Plaintext
#version 450
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/*
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Average Luminance Shader
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Copyright (C) 2018 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Thanks to HunterK for the mipmap hint. :D
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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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uint FrameCount;
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float grade;
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float mixfactor;
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} params;
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#pragma parameter mixfactor "Motionblur Fadeout" 0.75 0.0 1.0 0.01
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#pragma parameter grade "Blooming grade" 0.70 0.10 1.0 0.05
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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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} 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 = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PassFeedback3;
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void main()
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{
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float mip_level = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
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vec4 current = pow(textureLod(Source, vTexCoord, 8), vec4(2.2));
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vec4 fdback = pow(textureLod(PassFeedback3, vTexCoord, 8), vec4(2.2));
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vec4 mixed = (1.0 - params.mixfactor) * current + params.mixfactor * fdback;
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mixed = pow(mixed, vec4(1.0 / 2.2));
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float black_compensation = (params.SourceSize.x*params.SourceSize.y)/(params.SourceSize.x*params.SourceSize.y);
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float lum = length(mixed.rgb * black_compensation);
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lum = lum * inversesqrt(3.0);
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FragColor = vec4(pow(lum, params.grade));
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} |