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https://github.com/libretro/slang-shaders.git
synced 2024-11-27 10:30:24 +00:00
add lots of comparison capability to tonemapping
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418a2d1760
commit
1b8b7e42bc
@ -6,20 +6,28 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float MAP;
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float MAP1;
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float MAP2;
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float COMPARE;
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float SPLIT_LINE;
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} params;
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#pragma parameter MAP "Tone Map Method" 0.0 0.0 6.0 1.0
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#define MAP params.MAP
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#pragma parameter COMPARE "Splitscreen" 0.0 0.0 1.0 1.0
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#define COMPARE params.COMPARE
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#pragma parameter MAP1 "Tone Map Method Left" 0.0 0.0 7.0 1.0
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#define MAP1 params.MAP1
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#pragma parameter MAP2 "Tone Map Method Right" 0.0 0.0 7.0 1.0
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#define MAP2 params.MAP2
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#pragma parameter SPLIT_LINE "Split Location" 0.5 0.0 1.0 0.05
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#define SPLIT_LINE params.SPLIT_LINE
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// uncomment the following line to divide the screen into sections
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// using each tonemapping method
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// #define BANDED
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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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@ -117,7 +125,7 @@ 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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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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@ -129,13 +137,33 @@ void main()
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{
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vec3 color = texture(Source, vTexCoord.xy).rgb;
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vec4 mapped;
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if (MAP == 0.0) mapped = vec4(linearToneMapping(color), 1.0);
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if (MAP == 1.0) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
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if (MAP == 2.0) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
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if (MAP == 3.0) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
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if (MAP == 4.0) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
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if (MAP == 5.0) mapped = vec4(filmicToneMapping(color), 1.0);
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if (MAP == 6.0) mapped = vec4(Uncharted2ToneMapping(color), 1.0);
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if (COMPARE > 0.5) mapped = (vTexCoord.x < SPLIT_LINE) ? vec4(color, 1.0) : mapped;
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FragColor = mapped;
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vec4 right;
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#ifdef BANDED
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if (vTexCoord.x < 0.15) mapped = vec4(linearToneMapping(color), 1.0);
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else if (vTexCoord.x > 0.15 && vTexCoord.x < 0.30) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
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else if (vTexCoord.x > 0.30 && vTexCoord.x < 0.45) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
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else if (vTexCoord.x > 0.45 && vTexCoord.x < 0.60) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
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else if (vTexCoord.x > 0.60 && vTexCoord.x < 0.75) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
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else if (vTexCoord.x > 0.75 && vTexCoord.x < 0.90) mapped = vec4(filmicToneMapping(color), 1.0);
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else mapped = vec4(Uncharted2ToneMapping(color), 1.0);
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#else
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if (MAP1 == 0.0) mapped = vec4(linearToneMapping(color), 1.0);
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if (MAP1 == 1.0) mapped = vec4(simpleReinhardToneMapping(color), 1.0);
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if (MAP1 == 2.0) mapped = vec4(lumaBasedReinhardToneMapping(color), 1.0);
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if (MAP1 == 3.0) mapped = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
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if (MAP1 == 4.0) mapped = vec4(RomBinDaHouseToneMapping(color), 1.0);
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if (MAP1 == 5.0) mapped = vec4(filmicToneMapping(color), 1.0);
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if (MAP1 == 6.0) mapped = vec4(Uncharted2ToneMapping(color), 1.0);
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if (MAP1 == 7.0) mapped = vec4(color, 1.0);
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if (MAP2 == 0.0) right = vec4(linearToneMapping(color), 1.0);
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if (MAP2 == 1.0) right = vec4(simpleReinhardToneMapping(color), 1.0);
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if (MAP2 == 2.0) right = vec4(lumaBasedReinhardToneMapping(color), 1.0);
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if (MAP2 == 3.0) right = vec4(whitePreservingLumaBasedReinhardToneMapping(color), 1.0);
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if (MAP2 == 4.0) right = vec4(RomBinDaHouseToneMapping(color), 1.0);
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if (MAP2 == 5.0) right = vec4(filmicToneMapping(color), 1.0);
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if (MAP2 == 6.0) right = vec4(Uncharted2ToneMapping(color), 1.0);
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if (MAP2 == 7.0) right = vec4(color, 1.0);
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if (COMPARE > 0.5) mapped = (vTexCoord.x < SPLIT_LINE) ? mapped : right;
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#endif
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FragColor = mapped;
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}
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