slang-shaders/crt/scanline.slang

55 lines
1.2 KiB
Plaintext
Raw Normal View History

2016-02-17 08:56:22 +11:00
#version 450
2016-03-26 03:34:21 +11:00
#include "common.inc"
#include "parameters.inc"
2016-02-17 08:56:22 +11:00
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
2016-08-02 21:24:03 +10:00
gl_Position = MVP * Position;
2016-02-17 08:56:22 +11:00
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;
vec3 invgamma(vec3 v)
{
return pow(clamp(v, vec3(0.0), vec3(1.0)), vec3(1.0 / global.OUT_GAMMA));
2016-02-17 08:56:22 +11:00
}
float luma(vec3 col)
{
return dot(col, vec3(0.29, 0.60, 0.11));
}
void main()
{
vec2 tex = vTexCoord * global.SourceSize.xy;
float frac = fract(tex.y) - 0.5;
tex.y = floor(tex.y) + 0.5;
tex = tex * global.SourceSize.zw;
2016-02-24 09:04:48 +11:00
#define TEX(x, y) textureLodOffset(Source, tex, 0.0, ivec2(x, y)).rgb
2016-02-17 08:56:22 +11:00
vec3 l0 = TEX(0, -1);
vec3 l1 = TEX(0, 0);
vec3 l2 = TEX(0, 1);
vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (frac + vec3(+1.0, 0.0, -1.0));
dist = exp2(-dist * dist);
vec3 color =
dist.x * l0 +
dist.y * l1 +
dist.z * l2;
FragColor = vec4(invgamma(global.BOOST * color), 1.0);
2016-02-17 08:56:22 +11:00
}