slang-shaders/reshade/shaders/scanlines.slang

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2017-01-31 01:51:12 +11:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float opacity;
} params;
#pragma parameter opacity "Scanlines dark" 50.0 0.0 100.0 1.0
#define opacity params.opacity
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;
}
#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()
{
vec4 frame = texture(Source, vTexCoord);
vec2 fragpos = floor(vTexCoord.xy*params.OutputSize.xy);
vec4 background;
if (mod(fragpos.y,2.0) == 0.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0);
if (params.OutputSize.y > 1600) { if (mod(fragpos.y,4.0) < 2.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0);}
background.a *= opacity / 100.0;
FragColor = mix(frame, background, background.a);
}