mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
100 lines
3 KiB
Plaintext
100 lines
3 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
float GTU_ON;
|
||
|
float signalResolution;
|
||
|
float signalResolutionI;
|
||
|
float signalResolutionQ;
|
||
|
float compositeConnection;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter signalResolution " Signal Resolution Y" 256.0 16.0 1024.0 16.0
|
||
|
#pragma parameter signalResolutionI " Signal Resolution I" 83.0 1.0 350.0 2.0
|
||
|
#pragma parameter signalResolutionQ " Signal Resolution Q" 25.0 1.0 350.0 2.0
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
////////////////////////////////////////////////////////
|
||
|
// GTU version 0.50
|
||
|
// Author: aliaspider - aliaspider@gmail.com
|
||
|
// License: GPLv3
|
||
|
////////////////////////////////////////////////////////
|
||
|
|
||
|
#include "config.h"
|
||
|
|
||
|
#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
|
||
|
#define pi 3.14159265358
|
||
|
#define a(x) abs(x)
|
||
|
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
|
||
|
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
|
||
|
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
|
||
|
//#define X(i) (offset-(i))
|
||
|
#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
|
||
|
|
||
|
#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
|
||
|
#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z)))
|
||
|
|
||
|
#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
|
||
|
#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// If GTU is off return the color from the last pass
|
||
|
if (params.GTU_ON < 1)
|
||
|
{
|
||
|
FragColor = texture(Source, vTexCoord);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
|
||
|
vec3 tempColor = vec3(0.0);
|
||
|
float X;
|
||
|
vec3 c;
|
||
|
float range;
|
||
|
if (params.compositeConnection > 0.0)
|
||
|
range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ));
|
||
|
else
|
||
|
range=ceil(0.5+params.SourceSize.x/params.signalResolution);
|
||
|
|
||
|
float i;
|
||
|
if(params.compositeConnection > 0.0){
|
||
|
for (i=-range;i<range+2.0;i++){
|
||
|
PROCESS_composite((offset-(i)))
|
||
|
}
|
||
|
}
|
||
|
else{
|
||
|
for (i=-range;i<range+2.0;i++){
|
||
|
PROCESS((offset-(i)))
|
||
|
}
|
||
|
}
|
||
|
if(params.compositeConnection > 0.0)
|
||
|
tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
|
||
|
else
|
||
|
tempColor=clamp(tempColor,0.0,1.0);
|
||
|
|
||
|
// tempColor=clamp(tempColor,0.0,1.0);
|
||
|
FragColor = vec4(tempColor, 1.0);
|
||
|
}
|