slang-shaders/vhs/shaders/VHSPro/VHSPro_Forth.slang

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2020-06-20 07:19:28 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#define SamplerColorVHS second
#define _FeedbackTex third
#include "VHSPro_params.inc"
#include "VHSPro_constants.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 texcoord;
void main()
{
gl_Position = global.MVP * Position;
texcoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 texcoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D second;
layout(set = 0, binding = 3) uniform sampler2D third;
#include "VHSPro_functions.inc"
void main()
{
// needed to add distortion here or the trails don't match up to the image
vec2 p = texcoord;
//distortions
if (VHS_FishEye){
p = fishEye(p, fisheyeSize, fisheyeBend); // p = fishEye(p, 1.2, 2.0);
// return vec4( fract(p*5.0)/2.5, 1.0, 1.0); //debug
}
vec3 col = texture( SamplerColorVHS, texcoord).rgb; //curent frame
const vec3 fbb = texture( _FeedbackTex, p).rgb; //feedback buffer
if (VHS_Feedback){
col = bm_screen(col, fbb*feedbackAmp);
if (feedbackDebug){
col = fbb;
}
}
FragColor = vec4(col, 1.0);
}