slang-shaders/crt/shaders/fake-crt-geom-potato.slang

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#version 450
// Simple scanlines with curvature and mask effects lifted from crt-geom
// original by hunterk, edited by DariusG
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE;
float cgwg;
float boost;
} params;
// Parameter lines go here:
#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
#define boost params.boost
#pragma parameter SCANLINE "Scanline Intensity" 0.30 0.0 1.0 0.05
#define SCANLINE params.SCANLINE
#pragma parameter cgwg "CGWG mask brightness " 0.7 0.0 1.0 0.1
#define cgwg params.cgwg
#define pi 3.141592654
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 float omega;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
omega = pi * params.SourceSize.y * 2.0;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float omega;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
// CGWG mask calculation
vec3 Mask(float pos)
{
float mf = fract(pos * 0.5);
if (mf <0.5) return vec3(1.0,cgwg,1.0);
else return vec3(cgwg,1.0,cgwg);
}
void main()
{
vec2 pos = vTexCoord.xy;
vec3 res = texture(Source, pos).rgb;
if (params.OriginalSize.y < 400.0)
res = res * (1.0 + SCANLINE * sin(pos.y * omega));
else res;
// apply the mask
res *= Mask(pos.x*params.OutputSize.x * 1.0001);
res *= boost;
FragColor = vec4(res,1.0);
}