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bd0ea94fc8
* Update glow-trails0.slang to use aliased feedback * fix choppy glow on vector-glow-alt-render.slangp * fix vector-glow.slangp * fix crt-lottes-multipass-interlaced-glow to work with aliased feedback * Update glow_trails for aliased feedback * Create annotated_passthru.slang
160 lines
7.7 KiB
Plaintext
160 lines
7.7 KiB
Plaintext
#version 450
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/*
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Annotated Passthru slang shader
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by hunterk
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license: public domain
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*/
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/* This is a good spot for license blocks and other misc information */
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/*-------------------- Pass Characteristics --------------------*/
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/*
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Most of the pass characteristics/metadata is controlled by shader presets, but we can set a few things directly here via pragmas.
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The 'format' pragma sets the output format for the framebuffer. These are the most common. 8-bit UNORM is the default
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but integer and float formats can be useful for calculating values in one pass and then using the results in another
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*/
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#pragma format R8G8B8A8_UNORM
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/*
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8-bit
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R8G8B8A8_UNORM
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R8G8B8A8_UINT
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R8G8B8A8_SINT
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R8G8B8A8_SRGB
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10-bit
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A2B10G10R10_UNORM_PACK32
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A2B10G10R10_UINT_PACK32
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16-bit
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R16G16B16A16_UINT
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R16G16B16A16_SINT
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R16G16B16A16_SFLOAT
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32-bit
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R32G32B32A32_UINT
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R32G32B32A32_SINT
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R32G32B32A32_SFLOAT
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*/
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/* See the spec document for any additional, more esoteric formats. */
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/* We can use the 'name' pragma to declare a name (called an 'alias' in the presets) for the pass, which can make it easier for other shaders to reference it.
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The alias/name can be used to refer to this pass specifically in other passes--FooSize, texture(Foo, coord), etc.--regardless of position/order. */
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#pragma name Foo
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/*------------- Parameters and Variable Structs --------------*/
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/*
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This "push_constant" struct contains fast-access uniform data, which may provide better performance vs regular UBOs.
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It has a max capacity of 192 bytes, which equates to 48 single-component vectors of float.
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We usually use them for runtime parameters, hence the struct name, but you can change that if you like.
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*/
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layout(push_constant) uniform Push
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{
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float runtime_parameter, user_toggle_parameter, red, green, blue;
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} params;
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/*
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We can use a pragma to call out "parameters", which are exposed in RetroArch's shader menu for users to modify values on-the-fly without touching code directly.
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These parameters are adjustable at runtime. The values are: default, minimum, maximum and step.
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*/
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#pragma parameter runtime_parameter "Human-readable Parameter Name" 0.0 -10.0 10.0 0.01
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/* Some authors like to macro the struct name for easier code compatibility with other shader formats (i.e., so you don't need to prepend the struct name on each use): */
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#define runtime_parameter params.runtime_parameter
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/* Sometimes a basic float isn't what your code calls for, so you may want to cast parameters like this: */
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#pragma parameter user_toggle_parameter "A Simple Toggle" 0.0 0.0 1.0 1.0
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bool user_toggle = bool(params.user_toggle_parameter);
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/* or combine parameters like this into a multi-parameter vector of float: */
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#pragma parameter red "Red Channel Intensity" 1.0 0.0 2.0 0.01
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#pragma parameter green "Green Channel Intensity" 1.0 0.0 2.0 0.01
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#pragma parameter blue "Blue Channel Intensity" 1.0 0.0 2.0 0.01
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vec3 colorChannels = vec3(params.red, params.green, params.blue);
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/*-------------------- Include Statements --------------------*/
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/*
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You can use include statements, which will copy the contents of the included file directly into this one at compile time.
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If there's a possibility of recursive include statements, it's a good idea to wrap that code in an 'ifndef/define' block.
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*/
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//#include "shared_parameters.inc"
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/*-------------------- Built-in Uniforms --------------------*/
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/* This "global" struct has no size limit, so if you run out of space in the push_constants struct, you can move things here. We also typically store our built-in uniforms here. */
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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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/*
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A NOTE ABOUT 'FooSize':
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The size of a built-in or aliased texture (e.g., Source, Original or, in this
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case, Foo) can be accessed as a 4-parameter vector of float that includes the
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width, height and the reciprocal of the width and height. Ideally, you can also
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access the size of a LUT texture that has an alias set in the preset file, but
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not all video drivers in RetroArch play nicely with this, so it's safer--but
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slower--to use TextureSize() for that.
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*/
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/* The size of the input framebuffer as presented to this stage in the shader pipeline */
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vec4 SourceSize;
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/* The size of the raw input framebuffer as presented to the shader pipeline */
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vec4 OriginalSize;
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/* The size of the outgoing framebuffer of the current pass */
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vec4 OutputSize;
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/* The size of the outgoing framebuffer of the final shader pass, which should always be the size of the user's viewport. */
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vec4 FinalViewportSize;
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/* The number of frames generated by the core. Used for animated effects. */
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uint FrameCount;
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/* Which way the FrameCount is currently going. A negative value means the content is being "rewound". This is usually used for VCR or "Braid"-like effects. */
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uint FrameDirection;
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/* If RetroArch's "subframe" feature is enabled, this ticks up on each subframe and resets on the next full frame. FrameCount is not affected by subframes. */
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uint CurrentSubFrame;
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/* The total number of subframes. This number should stay consistent. The ratio of CurrentSubFrame / TotalSubFrames is frequently used. */
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uint TotalSubFrames;
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/* The rotation status of the framebuffer. This is used to determine whether content is currently being rotated by the frontend for "TATE" mode (e.g., many arcade games, especially shmups) */
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uint Rotation;
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} global;
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/* This is a good spot for common functions that may be used by both the vertex and fragment, since it is accessible in both stages. */
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/*------------------------- Vertex Shader -------------------------*/
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/* We use pragmas to separate the stages of the shader into vertex and fragment in the same file: */
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#pragma stage vertex
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/*--------------------- Vertex Inputs/Outputs ---------------------*/
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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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layout(location = 1) out float calc_val;
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/* This is a good spot for vertex-specific functions. */
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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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It's usually best to conduct expensive calculations in the vertex stage, where it's only performed once per vertex vs per-pixel in the fragment stage,
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and then pass that value to the fragment, though this isn't possible with all calculations:
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*/
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calc_val = (user_toggle) ? min(colorChannels.x, min(colorChannels.y, colorChannels.z)) : max(colorChannels.x, max(colorChannels.y, colorChannels.z));
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}
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/*--------------------- Fragment/Pixel Shader ---------------------*/
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#pragma stage fragment
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/*-------------------- Fragment Inputs/Outputs --------------------*/
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float calc_val;
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layout(location = 0) out vec4 FragColor;
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/*------------------------ Texture Binding ------------------------*/
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/* Source is a built-in alias for the input framebuffer as presented to this stage in the shader pipeline. */
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layout(set = 0, binding = 2) uniform sampler2D Source;
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/* PassFeedback* is a built-in alias for the shaded output of the selected pass; used for FIR effects. This can also be aliased, e.g., FooFeedback */
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layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
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/* Original is a built-in alias for the raw input framebuffer as presented to the shader pipeline. */
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layout(set = 0, binding = 4) uniform sampler2D Original;
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/* OriginalHistory* is a built-in alias for the input framebuffer from previous frames, working backward. */
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory1;
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/* This is a good spot for fragment-specific functions. */
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void main()
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{
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vec3 img = texture(Source, vTexCoord).rgb;
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img *= colorChannels;
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FragColor = vec4(img, 1.0);
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}
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