mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
95 lines
3.1 KiB
Plaintext
95 lines
3.1 KiB
Plaintext
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#version 450
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// VHS Rewind Effect
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// adapter from VHS Pause Effect shadertoy by caaaaaaarter
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// https://www.shadertoy.com/view/4lB3Dc
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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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int FrameDirection;
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} params;
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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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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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layout(set = 0, binding = 3) uniform sampler2D rew;
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#define iTime float(params.FrameCount)
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float onOff(float a, float b, float c, float framecount)
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{
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return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
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}
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vec2 jumpy(vec2 uv, float framecount)
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{
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vec2 look = uv;
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float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
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look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
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float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
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(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
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look.y = mod(look.y - 0.01 * vShift, 1.);
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return look;
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}
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void main()
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{
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vec4 texColor = texture(Source, vTexCoord);
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if (float(params.FrameDirection) < 0.0)
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{
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vec2 uv = vTexCoord.xy;
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uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y);
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texColor = texture(Source, jumpy(uv, iTime));
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vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime));
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rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0;
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texColor = mix(texColor, rew_osd, rew_osd.a);
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// get position to sample
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vec2 samplePosition = uv.xy - vec2(0.0, 0.45);
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float whiteNoise;
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// Jitter each line left and right
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samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5);
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// Jitter the whole picture up and down
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samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0;
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// Slightly add color noise to each line
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texColor = texColor + (vec4(-0.5)+vec4(rand(vec2(vTexCoord.y,iTime)),rand(vec2(vTexCoord.y,iTime+1.0)),rand(vec2(vTexCoord.y,iTime+2.0)),0))*0.1;
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// Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom)
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whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.));
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if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) &&
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(whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) {
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// Sample the texture.
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samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture
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} else {
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// Use white. (I'm adding here so the color noise still applies)
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texColor += vec4(0.5 + rand(samplePosition));
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}
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}
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FragColor = texColor;
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}
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