move simple scanline shaders out of misc and fix hlsl function name collision

This commit is contained in:
hunterk 2019-12-16 11:19:39 -06:00
parent e192994089
commit ef7bbb1b82
5 changed files with 58 additions and 2 deletions

View file

@ -33,7 +33,7 @@ void main()
{
vec2 tex = vTexCoord * global.SourceSize.xy;
float frac = fract(tex.y) - 0.5;
float fraction = fract(tex.y) - 0.5;
tex.y = floor(tex.y) + 0.5;
tex = tex * global.SourceSize.zw;
@ -42,7 +42,7 @@ void main()
vec3 l1 = TEX(0, 0);
vec3 l2 = TEX(0, 1);
vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (frac + vec3(+1.0, 0.0, -1.0));
vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (fraction + vec3(+1.0, 0.0, -1.0));
dist = exp2(-dist * dist);
vec3 color =

View file

@ -0,0 +1,55 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
float SCANLINE_SINE_COMP_B;
float scanline_size;
} params;
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.25 0.0 1.0 0.05
#pragma parameter scanline_size "Scanline Scale" 4.0 2.0 10.0 0.5
#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
#define scanline_size params.scanline_size
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define pi 3.141592654
#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 vec2 omega;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 omega;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B);
vec3 res = texture(Source, vTexCoord).xyz;
vec2 fragcoord = vTexCoord.xy * params.FinalViewportSize.xy;
// picked 224 here as a magic number because it's a common 240p res and therefore a good starting point
vec3 scanline = res * ((1. - 0.75 * SCANLINE_SINE_COMP_B) + dot(sine_comp * sin((fragcoord / (224. * scanline_size)) * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}

View file

@ -53,3 +53,4 @@ void main()
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}