mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
104 lines
3.2 KiB
Plaintext
104 lines
3.2 KiB
Plaintext
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#version 450
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#include "config.inc"
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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 in_glow_pass;
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layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
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layout(set = 0, binding = 4) uniform sampler2D doublesize_pass;
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bool scanline_have_to_flicker(bool is_interlaced) {
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return ((scanline_flickering == 1.0) || ((scanline_flickering==2.0) && is_interlaced ));
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}
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void main()
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{
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vec3 pixel_out = vec3(0.0);
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//Use to debug:
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//pixel_out=vec4(abs(sin(params.FrameCount/3.14/20))); //white fade
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//pixel_out=vec4(abs(sin(params.FrameCount/3.14/20)),0.0,0.0,0.0); //red fade
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//pixel_out=vec4(0.2);
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if (DO_SCANLINES == 1.0) {
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if (scanline_flickering != 0.0) {
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bool is_interlaced = (params.OriginalSize.y > MIN_LINES_INTERLACED) ? true : false ;
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if ( scanline_have_to_flicker(is_interlaced) ) {
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//Choose the right source
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if (DO_IN_GLOW == 1.0) {
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pixel_out = texture(in_glow_pass, vTexCoord).rgb;
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} else if (DO_FXAA == 1.0) {
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pixel_out = texture(FXAA_pass, vTexCoord).rgb;
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} else {
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pixel_out = texture(doublesize_pass, vTexCoord).rgb;
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}
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int scanline_period;
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int scanline_period_half;
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/* Puae switches from lowres to sdres on interlaced screens
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since we blindly double the h-resolution, because we need
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to double y resolution on low resolution to simulate scanlines
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and providing sd-res to fxaa, we can check if a screen is
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interlaced by testing v-resolution of source image.
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which could be at least 200*2(puae)*2(ourselves)=800px.
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Rest assured that everything over 576,
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(maximum pal overscanned) is interlaced.
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*/
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if (is_interlaced) {
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scanline_period=4;
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scanline_period_half=2;
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} else {
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scanline_period=2;
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scanline_period_half=1;
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}
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//Skip scanlines on interlaced content?
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if (! ( is_interlaced && (scanline_disable_on_interlace == 1.0)) ) {
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float mymod = mod(vTexCoord.y * params.OutputSize.y , scanline_period);
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//Do flickering based on user prefs.
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//(blank odd lines on odd frames and even lines on even frames)
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if ((scanline_flickering == 1.0) ||
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((scanline_flickering==2.0) && is_interlaced )) {
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if (int(mod(float(params.FrameCount),2 )) < 1.0 ) {
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if (mymod >= scanline_period_half) { pixel_out *= SCANLINE_DARK; }
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} else {
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if (mymod < scanline_period_half) { pixel_out *= SCANLINE_DARK; }
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}
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}
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}
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}
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}
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}
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FragColor = vec4(pixel_out,1.0);
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}
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