mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
102 lines
2.3 KiB
Plaintext
102 lines
2.3 KiB
Plaintext
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define DOTMASK_STRENGTH 0.3
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 0.0
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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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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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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return mask;}
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb;
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float mask = 1.0 - DOTMASK_STRENGTH;
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//cgwg's dotmask emulation:
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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if (shadowMask == 0) {
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res *= dotMaskWeights;
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}
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else {
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res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
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}
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FragColor = vec4(res, 1.0);
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}
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