slang-shaders/annotated_passthru.slang
hunterk bd0ea94fc8
fix/update glow-trails shaders and presets (#634)
* 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
2024-09-09 11:57:19 -05:00

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#version 450
/*
Annotated Passthru slang shader
by hunterk
license: public domain
*/
/* This is a good spot for license blocks and other misc information */
/*-------------------- Pass Characteristics --------------------*/
/*
Most of the pass characteristics/metadata is controlled by shader presets, but we can set a few things directly here via pragmas.
The 'format' pragma sets the output format for the framebuffer. These are the most common. 8-bit UNORM is the default
but integer and float formats can be useful for calculating values in one pass and then using the results in another
*/
#pragma format R8G8B8A8_UNORM
/*
8-bit
R8G8B8A8_UNORM
R8G8B8A8_UINT
R8G8B8A8_SINT
R8G8B8A8_SRGB
10-bit
A2B10G10R10_UNORM_PACK32
A2B10G10R10_UINT_PACK32
16-bit
R16G16B16A16_UINT
R16G16B16A16_SINT
R16G16B16A16_SFLOAT
32-bit
R32G32B32A32_UINT
R32G32B32A32_SINT
R32G32B32A32_SFLOAT
*/
/* See the spec document for any additional, more esoteric formats. */
/* 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.
The alias/name can be used to refer to this pass specifically in other passes--FooSize, texture(Foo, coord), etc.--regardless of position/order. */
#pragma name Foo
/*------------- Parameters and Variable Structs --------------*/
/*
This "push_constant" struct contains fast-access uniform data, which may provide better performance vs regular UBOs.
It has a max capacity of 192 bytes, which equates to 48 single-component vectors of float.
We usually use them for runtime parameters, hence the struct name, but you can change that if you like.
*/
layout(push_constant) uniform Push
{
float runtime_parameter, user_toggle_parameter, red, green, blue;
} params;
/*
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.
These parameters are adjustable at runtime. The values are: default, minimum, maximum and step.
*/
#pragma parameter runtime_parameter "Human-readable Parameter Name" 0.0 -10.0 10.0 0.01
/* 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): */
#define runtime_parameter params.runtime_parameter
/* Sometimes a basic float isn't what your code calls for, so you may want to cast parameters like this: */
#pragma parameter user_toggle_parameter "A Simple Toggle" 0.0 0.0 1.0 1.0
bool user_toggle = bool(params.user_toggle_parameter);
/* or combine parameters like this into a multi-parameter vector of float: */
#pragma parameter red "Red Channel Intensity" 1.0 0.0 2.0 0.01
#pragma parameter green "Green Channel Intensity" 1.0 0.0 2.0 0.01
#pragma parameter blue "Blue Channel Intensity" 1.0 0.0 2.0 0.01
vec3 colorChannels = vec3(params.red, params.green, params.blue);
/*-------------------- Include Statements --------------------*/
/*
You can use include statements, which will copy the contents of the included file directly into this one at compile time.
If there's a possibility of recursive include statements, it's a good idea to wrap that code in an 'ifndef/define' block.
*/
//#include "shared_parameters.inc"
/*-------------------- Built-in Uniforms --------------------*/
/* 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. */
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
/*
A NOTE ABOUT 'FooSize':
The size of a built-in or aliased texture (e.g., Source, Original or, in this
case, Foo) can be accessed as a 4-parameter vector of float that includes the
width, height and the reciprocal of the width and height. Ideally, you can also
access the size of a LUT texture that has an alias set in the preset file, but
not all video drivers in RetroArch play nicely with this, so it's safer--but
slower--to use TextureSize() for that.
*/
/* The size of the input framebuffer as presented to this stage in the shader pipeline */
vec4 SourceSize;
/* The size of the raw input framebuffer as presented to the shader pipeline */
vec4 OriginalSize;
/* The size of the outgoing framebuffer of the current pass */
vec4 OutputSize;
/* The size of the outgoing framebuffer of the final shader pass, which should always be the size of the user's viewport. */
vec4 FinalViewportSize;
/* The number of frames generated by the core. Used for animated effects. */
uint FrameCount;
/* 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. */
uint FrameDirection;
/* 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. */
uint CurrentSubFrame;
/* The total number of subframes. This number should stay consistent. The ratio of CurrentSubFrame / TotalSubFrames is frequently used. */
uint TotalSubFrames;
/* 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) */
uint Rotation;
} global;
/* 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. */
/*------------------------- Vertex Shader -------------------------*/
/* We use pragmas to separate the stages of the shader into vertex and fragment in the same file: */
#pragma stage vertex
/*--------------------- Vertex Inputs/Outputs ---------------------*/
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float calc_val;
/* This is a good spot for vertex-specific functions. */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
/*
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,
and then pass that value to the fragment, though this isn't possible with all calculations:
*/
calc_val = (user_toggle) ? min(colorChannels.x, min(colorChannels.y, colorChannels.z)) : max(colorChannels.x, max(colorChannels.y, colorChannels.z));
}
/*--------------------- Fragment/Pixel Shader ---------------------*/
#pragma stage fragment
/*-------------------- Fragment Inputs/Outputs --------------------*/
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float calc_val;
layout(location = 0) out vec4 FragColor;
/*------------------------ Texture Binding ------------------------*/
/* Source is a built-in alias for the input framebuffer as presented to this stage in the shader pipeline. */
layout(set = 0, binding = 2) uniform sampler2D Source;
/* 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 */
layout(set = 0, binding = 3) uniform sampler2D PassFeedback0;
/* Original is a built-in alias for the raw input framebuffer as presented to the shader pipeline. */
layout(set = 0, binding = 4) uniform sampler2D Original;
/* OriginalHistory* is a built-in alias for the input framebuffer from previous frames, working backward. */
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory1;
/* This is a good spot for fragment-specific functions. */
void main()
{
vec3 img = texture(Source, vTexCoord).rgb;
img *= colorChannels;
FragColor = vec4(img, 1.0);
}