slang-shaders/crt/shaders/crt-yo6/crt-yo6-warp.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D TEX_CRT;
void main()
{
const vec3 packed = texture(TEX_CRT, vTexCoord).rgb;
const vec2 dudv = ((packed.rg * 255.0) / 16.0) - 7.0;
const vec2 uv0 = vTexCoord * params.SourceSize.xy;
const vec2 uv = (uv0 + dudv) / params.SourceSize.xy;
FragColor = vec4(packed.b * texture(Source, uv).rgb, 1.0);
}