mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
82 lines
2.3 KiB
Plaintext
82 lines
2.3 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
by Rere
|
||
|
license: public domain
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float thickness;
|
||
|
float glow;
|
||
|
float sGamma;
|
||
|
float tGamma;
|
||
|
float highlights;
|
||
|
float boost;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter thickness "Scanline thickness" 0.50 0.00 1.00 0.01
|
||
|
#pragma parameter glow "Scanline glow" 0.75 0.00 1.00 0.01
|
||
|
#pragma parameter highlights "Scanline highlights" 0.75 0.00 1.00 0.01
|
||
|
#pragma parameter boost "Luminance boost" 0.25 0.00 1.00 0.01
|
||
|
#pragma parameter sGamma "Source gamma" 2.40 1.00 3.00 0.01
|
||
|
#pragma parameter tGamma "Target gamma" 2.20 1.00 3.00 0.01
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#define pi 3.141592654
|
||
|
#define luminance(c) (0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b)
|
||
|
|
||
|
vec3 gammaFn(vec3 c, float gamma) {
|
||
|
return vec3(pow(c.x, gamma), pow(c.y, gamma), pow(c.z, gamma));
|
||
|
}
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
layout(location = 1) out float thickness;
|
||
|
layout(location = 2) out float glow;
|
||
|
layout(location = 3) out float highlights;
|
||
|
layout(location = 4) out float boost;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
thickness = 0.5 + mix(0.0, 2.0, params.thickness);
|
||
|
glow = mix(-0.5, 0.5, params.glow);
|
||
|
highlights = mix(0.0, 1.0, params.highlights);
|
||
|
boost = mix(0.0, 5.0, params.boost);
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in float thickness;
|
||
|
layout(location = 2) in float glow;
|
||
|
layout(location = 3) in float highlights;
|
||
|
layout(location = 4) in float boost;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 uv = vTexCoord.xy;
|
||
|
vec3 col = texture(Source, uv).rgb;
|
||
|
col = gammaFn(col, params.sGamma);
|
||
|
float L = luminance(col);
|
||
|
float y = fract(uv.y * params.SourceSize.y * 1.0);
|
||
|
y = pow(sin(y * pi), thickness);
|
||
|
y = (y + glow) / (1.0 + glow);
|
||
|
float g = 1.0 + L * (1.0 - L) * boost;
|
||
|
col = mix(col, col * g * y, 1.0 - L * highlights);
|
||
|
FragColor = vec4(gammaFn(col, 1.0 / params.tGamma), 1.0);
|
||
|
}
|