add scanlines-rere and fix typo

This commit is contained in:
hunterk 2021-11-20 09:18:02 -06:00
parent ad7d2f32a0
commit be86380ca2
3 changed files with 85 additions and 0 deletions

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shaders = 1
shader0 = shaders/scanlines-rere.slang
filter_linear0 = true

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#version 450
/*
by Rere
license: public domain
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float thickness;
float glow;
float sGamma;
float tGamma;
float highlights;
float boost;
} params;
#pragma parameter thickness "Scanline thickness" 0.50 0.00 1.00 0.01
#pragma parameter glow "Scanline glow" 0.75 0.00 1.00 0.01
#pragma parameter highlights "Scanline highlights" 0.75 0.00 1.00 0.01
#pragma parameter boost "Luminance boost" 0.25 0.00 1.00 0.01
#pragma parameter sGamma "Source gamma" 2.40 1.00 3.00 0.01
#pragma parameter tGamma "Target gamma" 2.20 1.00 3.00 0.01
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define pi 3.141592654
#define luminance(c) (0.2126 * c.r + 0.7152 * c.g + 0.0722 * c.b)
vec3 gammaFn(vec3 c, float gamma) {
return vec3(pow(c.x, gamma), pow(c.y, gamma), pow(c.z, gamma));
}
#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 thickness;
layout(location = 2) out float glow;
layout(location = 3) out float highlights;
layout(location = 4) out float boost;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
thickness = 0.5 + mix(0.0, 2.0, params.thickness);
glow = mix(-0.5, 0.5, params.glow);
highlights = mix(0.0, 1.0, params.highlights);
boost = mix(0.0, 5.0, params.boost);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float thickness;
layout(location = 2) in float glow;
layout(location = 3) in float highlights;
layout(location = 4) in float boost;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 uv = vTexCoord.xy;
vec3 col = texture(Source, uv).rgb;
col = gammaFn(col, params.sGamma);
float L = luminance(col);
float y = fract(uv.y * params.SourceSize.y * 1.0);
y = pow(sin(y * pi), thickness);
y = (y + glow) / (1.0 + glow);
float g = 1.0 + L * (1.0 - L) * boost;
col = mix(col, col * g * y, 1.0 - L * highlights);
FragColor = vec4(gammaFn(col, 1.0 / params.tGamma), 1.0);
}