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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
move simple scanline shaders out of misc and fix hlsl function name collision
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@ -33,7 +33,7 @@ void main()
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{
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vec2 tex = vTexCoord * global.SourceSize.xy;
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float frac = fract(tex.y) - 0.5;
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float fraction = fract(tex.y) - 0.5;
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tex.y = floor(tex.y) + 0.5;
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tex = tex * global.SourceSize.zw;
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@ -42,7 +42,7 @@ void main()
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vec3 l1 = TEX(0, 0);
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vec3 l2 = TEX(0, 1);
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vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (frac + vec3(+1.0, 0.0, -1.0));
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vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (fraction + vec3(+1.0, 0.0, -1.0));
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dist = exp2(-dist * dist);
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vec3 color =
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55
scanlines/shaders/res-independent-scanlines.slang
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55
scanlines/shaders/res-independent-scanlines.slang
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@ -0,0 +1,55 @@
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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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vec4 FinalViewportSize;
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float SCANLINE_SINE_COMP_B;
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float scanline_size;
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} params;
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.25 0.0 1.0 0.05
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#pragma parameter scanline_size "Scanline Scale" 4.0 2.0 10.0 0.5
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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#define scanline_size params.scanline_size
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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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#define pi 3.141592654
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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 vec2 omega;
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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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omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
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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 vec2 omega;
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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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void main()
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{
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vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B);
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vec3 res = texture(Source, vTexCoord).xyz;
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vec2 fragcoord = vTexCoord.xy * params.FinalViewportSize.xy;
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// picked 224 here as a magic number because it's a common 240p res and therefore a good starting point
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vec3 scanline = res * ((1. - 0.75 * SCANLINE_SINE_COMP_B) + dot(sine_comp * sin((fragcoord / (224. * scanline_size)) * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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@ -53,3 +53,4 @@ void main()
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vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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