mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
83 lines
2.2 KiB
Plaintext
83 lines
2.2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
|
||
|
- crt-blurPi slang shader -
|
||
|
|
||
|
Looks good on low res screens (640 x 480 or less), providing screen space scanlines.
|
||
|
Developed on and for the Raspberry Pi.
|
||
|
|
||
|
Made by Oriol Ferrer Mesià (armadillu)
|
||
|
http://uri.cat
|
||
|
|
||
|
MIT license
|
||
|
*/
|
||
|
|
||
|
|
||
|
layout(push_constant) uniform Push{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
//params....
|
||
|
float scanlineGain;
|
||
|
float rgbExtraGain;
|
||
|
float blurGain;
|
||
|
float blurRadius;
|
||
|
}params;
|
||
|
|
||
|
|
||
|
#pragma name crt-blurPi
|
||
|
#pragma parameter scanlineGain "scanlineGain" 0.30 0.0 1.0 0.05
|
||
|
#pragma parameter rgbExtraGain "rgbExtraGain" 0.10 0.0 1.0 0.05
|
||
|
#pragma parameter blurGain "blurGain" 0.15 0.0 1.0 0.05
|
||
|
#pragma parameter blurRadius "blurRadius" 1.5 0.1 3.0 0.1
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO{
|
||
|
mat4 MVP;
|
||
|
}global;
|
||
|
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////////////////
|
||
|
#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 vec2 dot_size;
|
||
|
|
||
|
void main(){
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
dot_size = params.SourceSize.zw;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////////////////
|
||
|
#pragma stage fragment
|
||
|
/////////////////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 1) in vec2 dot_size;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main(){
|
||
|
|
||
|
|
||
|
const vec2 off = params.blurRadius * dot_size;
|
||
|
float srcGain = 1.0f - 0.75f * params.blurGain;
|
||
|
|
||
|
vec4 blurred = srcGain * (1.0f + params.rgbExtraGain) * texture(Source, vTexCoord) +
|
||
|
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(-off.x ,0.0f)) +
|
||
|
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(off.x, 0.0f)) +
|
||
|
0.25f * params.blurGain * texture(Source, vTexCoord + vec2(0.0f, off.y))
|
||
|
;
|
||
|
|
||
|
float scanLine = mod(int(vTexCoord.y * params.OutputSize.y), 2.0f);
|
||
|
|
||
|
FragColor = mix(1.0f, scanLine * scanLine, params.scanlineGain) * blurred;
|
||
|
|
||
|
}
|