slang-shaders/crt/shaders/fake-crt-geom-potato.slang

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#version 450
// Simple scanlines with curvature and mask effects lifted from crt-geom
// original by hunterk, edited by DariusG
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE;
float cgwg;
float boost;
} params;
// Parameter lines go here:
#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
#define boost params.boost
#pragma parameter SCANLINE "Scanline Intensity" 0.70 0.0 1.0 0.05
#define SCANLINE params.SCANLINE
#pragma parameter cgwg "Mask Intensity " 0.8 0.0 1.0 0.05
#define cgwg params.cgwg
#define pi 3.141592654
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;
layout(location = 1) out vec2 p;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
p = vTexCoord * params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 p;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
void main()
{
vec2 pos = vTexCoord.xy;
vec3 res = texture(Source, pos).rgb;
res *=res;
res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
// apply the mask
res *= cgwg * sin(fract(pos.x*0.5*params.OutputSize.x)*pi) +(1.0-cgwg);
res = sqrt(res);
res *= boost;
FragColor = vec4(res,1.0);
}