slang-shaders/crt/shaders/yee64.slang

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#version 450
// ported from ReShade
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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()
{
//Declare parameters
//pixelSize
vec4 c0 = params.SourceSize.xyzw;
//textureSize
const vec4 c1 = params.SourceSize.xyzw;
//viewSize
const vec4 c2 = params.OutputSize.xyzw;
//texDiffuse
const vec4 c3 = vec4(-1., 0.5, 1.25, 0.);
const vec4 c4 = vec4(0.5, -0.5, 1.5, -3.);
const vec4 c5 = vec4(-1., 1., -2., 2.);
const vec4 c6 = vec4(-3., -8., 720., 0.166666672);
const vec4 c7 = vec4(-0.333000004, -0.666000009, 0.899999976, 1.20000005);
const vec4 c8 = vec4(1.5, 0.5, 2.5, 0.899999976);
//Declare registers
vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
//Code starts here
vec4 v0 = vTexCoord.xyyy;
//dcl_2d s0
r0.z = c3.w;
r1.x = 1.0 / c0.x;
r1.y = 1.0 / c0.y;
r1.xy = (r1 * c1).xy;
r1.xy = (r1 * v0).xy;
r2.x = 1.0 / c1.x;
r2.y = 1.0 / c1.y;
r1.zw = (r2.xyxy * c0.xyxy).zw;
r1.zw = (r1 * r1.xyxy).zw;
r1.xy = (r1 * c2).xy;
r2.zw = (r1 * c1.xyxy).zw;
r2.zw = fract(r2).zw;
r0.xy = (-r2.zwzw).xy;
r3.xy = (r1.zwzw * c1 + r0.xzzw).xy;
r4.yz = (r1.xzww * c1.xxyw + r0.xzyw).yz;
r3.z = r0.y + r3.y;
r5 = r3.xzxz + -c4.zyxy;
r3 = r3.xzxz + c8.xyzy;
r3 = r2.xyxy * r3;
r5 = r2.xyxy * r5;
r6 = texture(Source, r5.zw);
r5 = texture(Source, r5.xy);
r5.xyz = (r5 * c3.zzzz).xyz;
r7 = r1.zwzw * c1.xyxy + r0.xyxy;
r0.zw = (r1 * c1.xyxy + - r7).zw;
r8.x = c3.x;
r1.zw = (r1 * c1.xyxy + r8.xxxx).zw;
r1.zw = (r0.xyxy + r1).zw;
r4.x = r0.x + r4.y;
r4 = r4.xzxz + c4.xyxz;
r4 = r2.xyxy * r4;
r0.xy = (r1.zwzw + c3.yyyy).xy;
r0.xy = (r2 * r0).xy;
r8 = texture(Source, r0.xy);
r8.xyz = (r8 * c3.zzzz).xyz;
r0.xy = (r0.zwzw + -c3.yyyy).xy;
r9 = -r0.xxxx + c5;
r9 = r9 * r9;
r9 = r9 * c4.wwww;
r0.z = pow(2, r9.x);
r6.xyz = (r6 * r0.zzzz).xyz;
r6.xyz = (r6 * c3.zzzz).xyz;
r0.w = pow(2, r9.z);
r5.xyz = (r5 * r0.wwww + r6).xyz;
r0.w = r0.z + r0.w;
r6 = r7.zwzw + c4.zyxx;
r7 = r7 + c4.yzzz;
r7 = r2.xyxy * r7;
r2 = r2.xyxy * r6;
r6 = texture(Source, r2.zw);
r2 = texture(Source, r2.xy);
r2.xyz = (r2 * c3.zzzz).xyz;
r1.zw = (r0.xyxy * r0.xyxy).zw;
r0.xy = (-r0.yyyy + c5).xy;
r0.xy = (r0 * r0).xy;
r0.xy = (r0 * c6.yyyy).xy;
r1.zw = (r1 * c6.xyxy).zw;
r1.z = pow(2, r1.z);
r1.w = pow(2, r1.w);
r6.xyz = (r6 * r1.zzzz).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r6 = texture(Source, r3.xy);
r3 = texture(Source, r3.zw);
r3.xyz = (r3 * c3.zzzz).xyz;
r2.w = pow(2, r9.y);
r3.w = pow(2, r9.w);
r6.xyz = (r6 * r2.wwww).xyz;
r5.xyz = (r6 * c3.zzzz + r5).xyz;
r3.xyz = (r3 * r3.wwww + r5).xyz;
r0.w = r0.w + r1.z;
r0.w = r2.w + r0.w;
r0.w = r3.w + r0.w;
r0.w = 1.0 / r0.w;
r3.xyz = (r0.wwww * r3).xyz;
r3.xyz = (r1.wwww * r3).xyz;
r5 = texture(Source, r4.xy);
r4 = texture(Source, r4.zw);
r4.xyz = (r1.zzzz * r4).xyz;
r4.xyz = (r4 * c3.zzzz).xyz;
r5.xyz = (r5 * c3.zzzz).xyz;
r5.xyz = (r1.zzzz * r5).xyz;
r0.w = r0.z + r1.z;
r0.w = r2.w + r0.w;
r0.w = 1.0 / r0.w;
r5.xyz = (r8 * r0.zzzz + r5).xyz;
r2.xyz = (r2 * r2.wwww + r5).xyz;
r2.xyz = (r0.wwww * r2).xyz;
r0.x = pow(2, r0.x);
r0.y = pow(2, r0.y);
r2.xyz = (r2 * r0.xxxx + r3).xyz;
r3 = texture(Source, r7.xy);
r5 = texture(Source, r7.zw);
r5.xyz = (r2.wwww * r5).xyz;
r3.xyz = (r0.zzzz * r3).xyz;
r3.xyz = (r3 * c3.zzzz + r4).xyz;
r3.xyz = (r5 * c3.zzzz + r3).xyz;
r0.xzw = (r0.wwww * r3.xyyz).xzw;
r0.xyz = (r0.xzww * r0.yyyy + r2).xyz;
r1.zw = fract(r1.xyxy).zw;
r1.xy = (-r1.zwzw + r1).xy;
r1.xy = (r1 + c3.yyyy).xy;
r0.w = (r1.y * -c4.w + r1.x);
r0.w = r0.w * c6.w;
r0.w = fract(r0.w);
r1.xy = (r0.wwww + c7).xy;
r2.yz = (r1.y >= 0 ? c7.xzww : c7.xwzw).yz;
r2.x = c8.w;
r1.xyz = (r1.x >= 0 ? r2 : c7.wzzw).xyz;
r1.xyz = (r0 * r1).xyz;
r2.z = c6.z;
r0.w = r2.z + -c2.y;
FragColor.xyz = (r0.w >= 0 ? r0 : r1).xyz;
FragColor.w = -c3.x;
}