93 lines
1.3 KiB
Text
93 lines
1.3 KiB
Text
#version 450
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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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} params;
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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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float mod2(float x, float y)
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{
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return x - y * floor(x / y);
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}
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#pragma stagevertex
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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 stagefragment
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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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void main()
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{
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vec3 outcolor = texture(Source, vTexCoord). rgb;
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vec2 res;
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res . x = params . SourceSize . x;
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res . y = params . SourceSize . y;
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float gammaed = 0.15;
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float leifx_linegamma = gammaed;
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vec2 dithet = vTexCoord . xy * res . xy;
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dithet . y = vTexCoord . y * res . y;
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float horzline1 =(mod2(dithet . y, 2.0));
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if(horzline1 < 1)leifx_linegamma = 0;
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float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
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outcolor . r = pow(outcolor . r, 1.0 / leifx_gamma);
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outcolor . g = pow(outcolor . g, 1.0 / leifx_gamma);
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outcolor . b = pow(outcolor . b, 1.0 / leifx_gamma);
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FragColor = vec4(outcolor, 1.0);
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}
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