slang-shaders/misc/interlacing.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float percent;
float enable_480i;
float top_field_first;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
/*
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;
float tick = registers.FrameCount;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (registers.OriginalSize.y > 400.0)
{y = registers.SourceSize.y * vTexCoord.y + (tick * registers.enable_480i) + registers.top_field_first;}
else
{y = 2.000001 * registers.SourceSize.y * vTexCoord.y + registers.top_field_first;}
if (mod(y, 1.99999) > 0.99999)
{res = res;}
else
{res = vec4(registers.percent) * res;}
FragColor = res;
}