mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
84 lines
2 KiB
Plaintext
84 lines
2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
lcd1x shader
|
||
|
|
||
|
A slightly tweaked version of lcd3x, original code written by Gigaherz
|
||
|
and released into the public domain:
|
||
|
|
||
|
> Omits LCD 'colour seperation' effect
|
||
|
|
||
|
> Has 'properly' aligned scanlines
|
||
|
|
||
|
Edited by jdgleaver
|
||
|
|
||
|
This program is free software; you can redistribute it and/or modify it
|
||
|
under the terms of the GNU General Public License as published by the Free
|
||
|
Software Foundation; either version 2 of the License, or (at your option)
|
||
|
any later version.
|
||
|
*/
|
||
|
|
||
|
#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
|
||
|
#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
float BRIGHTEN_SCANLINES;
|
||
|
float BRIGHTEN_LCD;
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
} registers;
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
/*
|
||
|
VERTEX_SHADER
|
||
|
*/
|
||
|
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;
|
||
|
|
||
|
// Magic Numbers
|
||
|
#define PI 3.141592654
|
||
|
|
||
|
/*
|
||
|
FRAGMENT SHADER
|
||
|
*/
|
||
|
void main()
|
||
|
{
|
||
|
// Generate LCD grid effect
|
||
|
// > Note the 0.25 pixel offset -> required to ensure that
|
||
|
// scanlines occur *between* pixels
|
||
|
vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
|
||
|
vec2 angle = 2.0 * PI * (pixelCoord - 0.25);
|
||
|
|
||
|
float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
|
||
|
float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
|
||
|
|
||
|
// Get colour sample
|
||
|
vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
|
||
|
|
||
|
// Apply LCD grid effect
|
||
|
colour.rgb = yfactor * xfactor * colour.rgb;
|
||
|
|
||
|
FragColor = vec4(colour.rgb, 1.0);
|
||
|
}
|