38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
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// [COMBO] {"material":"Greyscale","combo":"GREYSCALE","type":"options","default":0}
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varying vec4 v_TexCoord;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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uniform sampler2D g_Texture2; // {"material":"Prev","hidden":true}
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#ifdef HLSL_SM30
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uniform vec4 g_Texture0Resolution;
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#endif
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uniform float g_Amount; // {"material":"Strength","default":1.0,"range":[0.01, 5]}
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void main() {
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vec2 blurredCoords = v_TexCoord.xy;
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#ifdef HLSL_SM30
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blurredCoords += 0.75 / g_Texture0Resolution.zw;
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#endif
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vec4 blurred = texSample2D(g_Texture0, blurredCoords);
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vec4 albedo = texSample2D(g_Texture2, v_TexCoord.xy);
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vec3 delta = albedo.rgb - blurred.rgb;
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#if GREYSCALE == 1
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delta = CAST3(dot(vec3(0.11, 0.59, 0.3), delta));
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#endif
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vec3 enhanced = albedo.rgb + delta * g_Amount;
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float mask = texSample2D(g_Texture1, v_TexCoord.zw).r;
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albedo.rgb = mix(albedo.rgb, enhanced.rgb, mask);
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gl_FragColor = albedo;
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}
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