mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
129 lines
6.9 KiB
Plaintext
129 lines
6.9 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////
|
||
|
// //
|
||
|
// LCD Shader v0.0.1 //
|
||
|
// //
|
||
|
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
|
||
|
// //
|
||
|
// This program is free software: you can redistribute it and/or modify //
|
||
|
// it under the terms of the GNU General Public License as published by //
|
||
|
// the Free Software Foundation, either version 3 of the License, or //
|
||
|
// (at your option) any later version. //
|
||
|
// //
|
||
|
// This program is distributed in the hope that it will be useful, //
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
|
||
|
// GNU General Public License for more details. //
|
||
|
// //
|
||
|
// You should have received a copy of the GNU General Public License //
|
||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
|
||
|
// //
|
||
|
///////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount; float response_time;
|
||
|
} params;
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//config //
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
// Simulate response time
|
||
|
// Higher values result in longer color transition periods - [0, 1]
|
||
|
#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
|
||
|
#define response_time params.response_time
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//vertex definitions //
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#define video_scale floor(params.OutputSize.y * params.SourceSize.w) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
|
||
|
#define scaled_video_out (params.SourceSize.xy * video_scale) //size of the scaled video
|
||
|
#define half_pixel (0.5 * params.OutputSize.zw) //it's... half a pixel
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//vertex shader //
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
layout(location = 1) out float cell_height;
|
||
|
layout(location = 2) out float texel_height;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
cell_height = params.SourceSize.w;
|
||
|
texel_height = 1.0 / (params.SourceSize.y * video_scale);
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//fragment definitions //
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#define curr_rgb texture(Source, vTexCoord).rgb
|
||
|
#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb
|
||
|
#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb
|
||
|
#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb
|
||
|
#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb
|
||
|
#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb
|
||
|
#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb
|
||
|
#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb
|
||
|
|
||
|
#define line_alpha 0.5 //arbitrary 0<a<1 value used to distinguish vertical line fragments from the border and cell fragments later one
|
||
|
//ANY CHANGE TO THIS SHOULD BE REPEATED IN lcd_pass_3 SO IT CAN IDENTIFY LINE FRAGMENTS PROPERLY
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
//fragment shader //
|
||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in float cell_height;
|
||
|
layout(location = 2) in float texel_height;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
||
|
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
|
||
|
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
|
||
|
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
|
||
|
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
|
||
|
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
|
||
|
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
//motion blur
|
||
|
|
||
|
vec3 input_rgb = curr_rgb;
|
||
|
input_rgb += (prev0_rgb - input_rgb) * response_time;
|
||
|
input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0);
|
||
|
input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0);
|
||
|
input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0);
|
||
|
input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0);
|
||
|
input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
|
||
|
input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
|
||
|
|
||
|
vec4 out_color = vec4(input_rgb, 1.0);
|
||
|
|
||
|
//add horizontal lines
|
||
|
|
||
|
bool is_on_line = bool(mod(vTexCoord.y, cell_height) > texel_height);
|
||
|
FragColor = vec4( (out_color.rgb * float(is_on_line)), (out_color.a - (line_alpha * float(!is_on_line))) );
|
||
|
}
|