mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
90 lines
2.3 KiB
Plaintext
90 lines
2.3 KiB
Plaintext
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/*
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Simple pixel perfect scanlines for use *only* with interger scaling mode.
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Perfect for low res output and low performance machines.
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Also great if you dont want any moire patterns pin sharp scanlines
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Use in combination with HDR mode in latest RetroArch and very bright
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HDR monitors to get 'glowing' scanlines much like the original CRT's but sharper
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Recommended setting for 720p 1 pixel width scalines at 2x or 3x scalings
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Recommended setting for 1080p 2 or 3 pixel width scalines at 4x or 5x scalings
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Recommended setting for 4K 4 or 5 pixel width scalines at 8x or 9x scalings
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*/
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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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float ScanlineWidth;
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float ScreenWidth;
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float ScreenHeight;
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} params;
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#pragma parameter ScanlineWidth "Scanline Width" 4.0 0.0 20.0 1.0
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#pragma parameter ScreenWidth "Screen Width" 3840.0 0.0 7680.0 1.0
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#pragma parameter ScreenHeight "Screen Height" 2160.0 0.0 4320.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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 vTexCoord;
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layout(location = 1) out float Scale;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 ScreenSize = max(params.OutputSize.xy, vec2(params.ScreenWidth, params.ScreenHeight));
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if((params.SourceSize.x > ScreenSize.x) || (params.SourceSize.y > ScreenSize.y))
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{
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Scale = 1.0;
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}
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else
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{
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float ScaleFactor = 2.0;
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while(((params.SourceSize.x * ScaleFactor) <= ScreenSize.x) && ((params.SourceSize.y * ScaleFactor) <= ScreenSize.y))
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{
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ScaleFactor += 1.0;
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}
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Scale = ScaleFactor - 1.0;
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}
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float Scale;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float ModInteger(float a, float b)
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{
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float m = a - floor((a + 0.5) / b) * b;
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return floor(m + 0.5);
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}
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void main()
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{
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vec2 InPixels = (vTexCoord * params.SourceSize.xy) * vec2(Scale);
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if(ModInteger(floor(InPixels.y), Scale) < params.ScanlineWidth)
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{
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FragColor = vec4(texture(Source, vTexCoord).xyz, 1.0);
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}
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else
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{
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FragColor = vec4(0.0,0.0,0.0,1.0);
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}
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}
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