slang-shaders/ntsc/shaders/maister/ntsc-gauss-pass.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float NTSC_CRT_GAMMA;
float NTSC_DISPLAY_GAMMA;
} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
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} global;
#pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1
#pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec2 one;
layout(location = 2) out vec2 pix_no;
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void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_no = TexCoord * registers.SourceSize.xy;
one = 1.0 / registers.SourceSize.xy;
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 one;
layout(location = 2) in vec2 pix_no;
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layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(registers.NTSC_CRT_GAMMA))
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void main()
{
vec3 frame0 = TEX(-2.0);
vec3 frame1 = TEX(-1.0);
vec3 frame2 = TEX(0.0);
vec3 frame3 = TEX(1.0);
vec3 frame4 = TEX(2.0);
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float offset_dist = fract(pix_no.y) - 0.5;
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float dist0 = 2.0 + offset_dist;
float dist1 = 1.0 + offset_dist;
float dist2 = 0.0 + offset_dist;
float dist3 = -1.0 + offset_dist;
float dist4 = -2.0 + offset_dist;
vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
scanline += frame1 * exp(-5.0 * dist1 * dist1);
scanline += frame2 * exp(-5.0 * dist2 * dist2);
scanline += frame3 * exp(-5.0 * dist3 * dist3);
scanline += frame4 * exp(-5.0 * dist4 * dist4);
FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / registers.NTSC_DISPLAY_GAMMA)), 1.0);
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}