mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
66 lines
1.8 KiB
Plaintext
66 lines
1.8 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#include "VHSPro_params.inc"
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#include "VHSPro_constants.inc"
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#define SamplerColorVHS Original
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#define VHS_InputB OriginalHistory1
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 texcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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texcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D PassFeedback0;
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#define _FeedbackTex PassFeedback0
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#include "VHSPro_functions.inc"
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void main()
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{
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vec2 p = texcoord.xy;
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const float one_x = 1.0/_ScreenParams.x;
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vec3 fc = texture( SamplerColorVHS, texcoord).rgb; // curent frame
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//new feedback
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const vec3 fl = texture( VHS_InputB, texcoord).rgb; //last frame without feedback
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float diff = abs(fl.x-fc.x + fl.y-fc.y + fl.z-fc.z)/3.0; //dfference between frames
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if(diff<feedbackThresh) diff = 0.0;
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vec3 fbn = fc*diff*feedbackAmount; //feedback new
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// fbn = vec3(0.0, 0.0, 0.0);
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//feedback buffer
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vec3 fbb = ( //blur old bufffer a bit
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texture( _FeedbackTex, texcoord).rgb +
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texture( _FeedbackTex, texcoord + vec2(one_x, 0.0)).rgb +
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texture( _FeedbackTex, texcoord - vec2(one_x, 0.0)).rgb
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) / 3.0;
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fbb *= feedbackFade;
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//blend
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fc = bm_screen(fc, fbb);
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fbn = bm_screen(fbn, fbb); //feedback
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vec4 feedbackoutput = vec4(fc, 1.0);
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vec4 feedback = vec4(fbn * feedbackColor, 1.0);
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FragColor = feedback;
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}
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