mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
98 lines
3 KiB
Plaintext
98 lines
3 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
// Anaglyph to Side-by-Side
|
||
|
// by hunterk
|
||
|
// license: public domain
|
||
|
//
|
||
|
// This shader is designed to convert Mednafen-VB's anaglyph 3D output to
|
||
|
// side-by-side 3D for use with VR headsets, such as Oculus Rift and Google Cardboard, and 3D TVs
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float eye_sep;
|
||
|
float y_loc;
|
||
|
float BOTH;
|
||
|
float ana_zoom;
|
||
|
float WIDTH;
|
||
|
float HEIGHT;
|
||
|
float palette;
|
||
|
float warp_enable;
|
||
|
float warpX;
|
||
|
float warpY;
|
||
|
float anaglyph_selector;
|
||
|
float eye_swap;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter eye_sep "Eye Separation" 0.5 -1.0 5.0 0.01
|
||
|
#pragma parameter y_loc "Vertical Placement" 0.50 -1.0 1.0 0.025
|
||
|
#pragma parameter BOTH "Horizontal Placement" 1.0 -2.0 2.0 0.005
|
||
|
#pragma parameter ana_zoom "Zoom" 0.75 -2.0 2.0 0.05
|
||
|
#pragma parameter WIDTH "Side-by-Side Image Width" 3.05 1.0 7.0 0.05
|
||
|
#pragma parameter HEIGHT "Side-by-Side Image Height" 2.0 1.0 5.0 0.1
|
||
|
#pragma parameter palette "Red Palette Toggle" 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter warp_enable "Lens Correction" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter warpX "warpX" 0.3 0.0 0.5 0.05
|
||
|
#pragma parameter warpY "warpY" 0.3 0.0 0.5 0.05
|
||
|
#pragma parameter anaglyph_selector "Anaglyph Mode" 0.0 0.0 2.0 1.0
|
||
|
#pragma parameter eye_swap "Swap Eyes" 0.0 0.0 1.0 1.0
|
||
|
|
||
|
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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = ((TexCoord.xy * 1.00001 - 0.5) * params.ana_zoom + 0.5) * vec2(params.WIDTH, params.HEIGHT) - vec2(params.BOTH, 0.0);
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
//warp function from Lottes' scanline shader
|
||
|
vec2 Warp(vec2 pos){
|
||
|
pos=pos*2.0-1.0;
|
||
|
pos*=vec2(1.0+(pos.y*pos.y)*params.warpX,1.0+(pos.x*pos.x)*params.warpY);
|
||
|
return pos*0.5+0.5;}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 coord1 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy - vec2(params.eye_sep, params.y_loc))) : (vTexCoord.xy - vec2(params.eye_sep, params.y_loc));
|
||
|
vec2 coord2 = (params.warp_enable > 0.5) ? Warp((vTexCoord.xy + vec2(params.eye_sep, -params.y_loc))) : (vTexCoord.xy + vec2(params.eye_sep, -params.y_loc));
|
||
|
|
||
|
vec4 frame1;
|
||
|
vec4 frame2;
|
||
|
if (params.eye_swap < 0.5){
|
||
|
frame1 = texture(Source, coord1);
|
||
|
frame2 = texture(Source, coord2);}
|
||
|
else {
|
||
|
frame1 = texture(Source, coord2);
|
||
|
frame2 = texture(Source, coord1);}
|
||
|
|
||
|
if (params.anaglyph_selector == 0.0){ //red/blue and red/cyan
|
||
|
frame1.rgb = vec3(frame1.r);
|
||
|
frame2.rgb = vec3(max(frame2.g, frame2.b));}
|
||
|
else if (params.anaglyph_selector == 1.0){ //red/green and green/magenta
|
||
|
frame1.rgb = vec3(max(frame1.r, frame1.b));
|
||
|
frame2.rgb = vec3(frame2.g);}
|
||
|
else { //yellow and blue
|
||
|
frame1.rgb = vec3(max(frame1.r, frame1.g));
|
||
|
frame2.rgb = vec3(frame2.b);}
|
||
|
|
||
|
if (params.palette > 0.5)
|
||
|
FragColor = frame1 + frame2;
|
||
|
else
|
||
|
FragColor = vec4(frame1.r + frame2.r, 0.0, 0.0, 1.0);
|
||
|
}
|