slang-shaders/misc/interlacing.slang

56 lines
1.4 KiB
Plaintext
Raw Normal View History

#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#define percent 0.0
#define enable_480i 1.0
#define top_field_first 0.0
/*
Interlacing
Author: hunterk
License: Public domain
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
*/
#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()
{
vec4 res = texture(Source, vTexCoord).rgba;
float y = 0.0;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (global.SourceSize.w > 400.0)
{y = global.SourceSize.y * vTexCoord.y + (global.FrameCount * enable_480i) + top_field_first;}
else
{y = 2.0 * global.SourceSize.y * vTexCoord.y + top_field_first;}
if (mod(y, 2.0) > 0.99999)
{FragColor = res;}
else
{FragColor = vec4(percent) * res;}
}