slang-shaders/crt/shaders/torridgristle/Scanline-Interpolation.slang

36 lines
775 B
Plaintext
Raw Normal View History

#version 450
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()
{
vec2 texCoordHard = vec2(vTexCoord.x,(floor(vTexCoord.y*params.SourceSize.y)+0.5)/params.SourceSize.y);
FragColor = vec4(texture(Source, texCoordHard).rgb, 1.0);
}