slang-shaders/handheld/shaders/lcd3x.slang

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2016-10-20 07:16:58 +11:00
#version 450
/*
Author: Gigaherz
License: Public domain
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float brighten_scanlines;
float brighten_lcd;
} params;
#pragma parameter brighten_scanlines "Brighten Scanlines" 16.0 1.0 32.0 0.5
#define brighten_scanlines params.brighten_scanlines
#pragma parameter brighten_lcd "Brighten LCD" 4.0 1.0 12.0 0.1
#define brighten_lcd params.brighten_lcd
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
vec2 omega = vec2(3.141592654) * vec2(2.0) * params.SourceSize.xy;
const vec3 offsets = vec3(3.141592654) * vec3(1.0/2,1.0/2 - 2.0/3,1.0/2-4.0/3);
#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;
void main()
{
vec3 res = texture(Source, vTexCoord).xyz;
vec2 angle = vTexCoord * omega;
float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1);
vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1);
vec3 color = yfactor * xfactors * res;
FragColor = vec4(color.x, color.y, color.z, 1.0);
}