slang-shaders/crt/shaders/crt-blurPi.slang

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2020-10-22 10:50:50 +11:00
#version 450
/*
- crt-blurPi slang shader -
Looks good on low res screens (640 x 480 or less), providing screen space scanlines.
Developed on and for the Raspberry Pi.
Made by Oriol Ferrer Mesià (armadillu)
http://uri.cat
MIT license
*/
layout(push_constant) uniform Push{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
//params....
float scanlineGain;
float rgbExtraGain;
float blurGain;
float blurRadius;
}params;
#pragma name crt-blurPi
#pragma parameter scanlineGain "scanlineGain" 0.30 0.0 1.0 0.05
#pragma parameter rgbExtraGain "rgbExtraGain" 0.10 0.0 1.0 0.05
#pragma parameter blurGain "blurGain" 0.15 0.0 1.0 0.05
#pragma parameter blurRadius "blurRadius" 1.5 0.1 3.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO{
mat4 MVP;
}global;
/////////////////////////////////////////////////////////////////////////////////////////
#pragma stage vertex
/////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 dot_size;
void main(){
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
dot_size = params.SourceSize.zw;
}
/////////////////////////////////////////////////////////////////////////////////////////
#pragma stage fragment
/////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 dot_size;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main(){
const vec2 off = params.blurRadius * dot_size;
float srcGain = 1.0f - 0.75f * params.blurGain;
vec4 blurred = srcGain * (1.0f + params.rgbExtraGain) * texture(Source, vTexCoord) +
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(-off.x ,0.0f)) +
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(off.x, 0.0f)) +
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(0.0f, off.y))
;
float scanLine = mod(int(vTexCoord.y * params.OutputSize.y), 2.0f);
FragColor = mix(1.0f, scanLine * scanLine, params.scanlineGain) * blurred;
}