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https://github.com/italicsjenga/slang-shaders.git
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59 lines
1.4 KiB
Plaintext
59 lines
1.4 KiB
Plaintext
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#version 450
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/*
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Author: Gigaherz
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License: Public domain
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*/
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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 brighten_scanlines;
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float brighten_lcd;
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} params;
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#pragma parameter brighten_scanlines "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#define brighten_scanlines params.brighten_scanlines
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#pragma parameter brighten_lcd "Brighten LCD" 4.0 1.0 12.0 0.1
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#define brighten_lcd params.brighten_lcd
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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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vec2 omega = vec2(3.141592654) * vec2(2.0) * params.SourceSize.xy;
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const vec3 offsets = vec3(3.141592654) * vec3(1.0/2,1.0/2 - 2.0/3,1.0/2-4.0/3);
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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void main()
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{
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vec3 res = texture(Source, vTexCoord).xyz;
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vec2 angle = vTexCoord * omega;
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float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1);
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vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1);
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vec3 color = yfactor * xfactors * res;
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FragColor = vec4(color.x, color.y, color.z, 1.0);
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}
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