mirror of
https://github.com/italicsjenga/slang-shaders.git
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61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float flip_eye_toggle;
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float green;
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float blue;
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} params;
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#pragma parameter flip_eye_toggle "Flip Left/Right" 0.0 0.0 1.0 1.0
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bool flip_eye = bool(params.flip_eye_toggle);
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#pragma parameter green "Green" 1.0 0.0 1.0 1.0
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#pragma parameter blue "Blue" 1.0 0.0 1.0 1.0
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const vec3 rec_709_luma = vec3(0.212, 0.701, 0.087);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float oscillator;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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oscillator = float(mod(params.FrameCount, 2.));
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oscillator = (flip_eye) ? oscillator : 1. - oscillator;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float oscillator;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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void main()
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{
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// convert current and previous frames to luma to preserve details
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vec3 curr = texture(Source, vTexCoord).rgb;
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float curr_lum = dot(curr, rec_709_luma);
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vec3 last = texture(OriginalHistory1, vTexCoord).rgb;
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float last_lum = dot(last, rec_709_luma);
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// image for left/right eyes alternate on each frame
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float one_eye = last_lum * oscillator + (curr_lum * (1. - oscillator));
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float other_eye = curr_lum * oscillator + (last_lum * (1. - oscillator));
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// one eye gets the red channel, the other eye goes to green and/or blue, depending on glasses
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vec3 combined = vec3(one_eye, other_eye * params.green, other_eye * params.blue);
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FragColor = vec4(combined, 1.0);
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}
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