slang-shaders/vhs/shaders/vhs_mpalko/vhs_mpalko_pass1.slang

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#version 450
2019-06-14 03:29:15 +10:00
// based on VHS Compression
// shadertoy by mpalko https://www.shadertoy.com/view/tsfXWj
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;
#include "vhs_mpalko.inc"
#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;
//////////// -- SET UP PASSES AND LUTS HERE -- ////////////
#define iChannel1 Source
//////////////// -- END PASSES AND LUTS -- ////////////////
float iGlobalTime = float(params.FrameCount)*0.025;
float iTime = float(params.FrameCount)*0.025;
vec2 iResolution = params.OutputSize.xy;
#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
//////////// -- PASTE SHADERTOY HERE -- ////////////
vec2 rotate(vec2 v, float a)
{
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord / iResolution.xy;
vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
vec2 resChroma = min(maxResChroma, vec2(iResolution));
vec2 uvLuminance = uv * (resLuminance / vec2(iResolution));
vec2 uvChroma = uv * (resChroma / vec2(iResolution));
vec3 result;
float luminance = textureBicubic(iChannel1, uvLuminance).x;
vec2 chroma = textureBicubic(iChannel1, uvChroma).yz;
result = vec3(luminance, chroma) * yiq2rgb;
fragColor = vec4(result, 1);
}
//////////// -- END SHADERTOY -- ////////////
void main()
{
mainImage(FragColor, FragCoord.xy);
}