slang-shaders/scanlines/shaders/res-independent-scanlines.slang

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#version 450
/*
based on scanline shader by:
Author: Themaister
License: Public domain
*/
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layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
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float SCANLINE_SINE_COMP_B;
float scanline_size;
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} params;
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.25 0.0 1.0 0.05
#pragma parameter scanline_size "Scanline Scale" 4.0 2.0 10.0 0.5
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
#define scanline_size params.scanline_size
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define pi 3.141592654
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 omega;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 omega;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B);
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vec3 res = texture(Source, vTexCoord).xyz;
vec2 fragcoord = fract(floor(vTexCoord.xy * params.OutputSize.xy * 1.0001) / scanline_size);
vec3 scanline = (fragcoord.y > 0.3333)? res : vec3(SCANLINE_SINE_COMP_B * res);//res * ((1. - 0.75 * SCANLINE_SINE_COMP_B) + dot(sine_comp * sin((fragcoord / scanline_size) * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}