slang-shaders/vhs/shaders/rewind.slang

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#version 450
// VHS Rewind Effect
// adapter from VHS Pause Effect shadertoy by caaaaaaarter
// https://www.shadertoy.com/view/4lB3Dc
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
int FrameDirection;
} 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 rew;
#define iTime float(params.FrameCount)
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float onOff(float a, float b, float c, float framecount)
{
return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
}
vec2 jumpy(vec2 uv, float framecount)
{
vec2 look = uv;
float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
look.y = mod(look.y - 0.01 * vShift, 1.);
return look;
}
void main()
{
vec4 texColor = texture(Source, vTexCoord);
if (float(params.FrameDirection) < 0.0)
{
vec2 uv = vTexCoord.xy;
uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y);
texColor = texture(Source, jumpy(uv, iTime));
vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime));
rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0;
texColor = mix(texColor, rew_osd, rew_osd.a);
// get position to sample
vec2 samplePosition = uv.xy - vec2(0.0, 0.45);
float whiteNoise;
// Jitter each line left and right
samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5);
// Jitter the whole picture up and down
samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0;
// Slightly add color noise to each line
texColor = texColor + (vec4(-0.5)+vec4(rand(vec2(vTexCoord.y,iTime)),rand(vec2(vTexCoord.y,iTime+1.0)),rand(vec2(vTexCoord.y,iTime+2.0)),0))*0.1;
// Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom)
whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.));
if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) &&
(whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) {
// Sample the texture.
samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture
} else {
// Use white. (I'm adding here so the color noise still applies)
texColor += vec4(0.5 + rand(samplePosition));
}
}
FragColor = texColor;
}