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add RiskyJumps' scanlines-sine-abs shader
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73
misc/scanlines-sine-abs.slang
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73
misc/scanlines-sine-abs.slang
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#version 450
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/*
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Scanlines Sine Absolute Value
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An ultra light scanline shader
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by RiskyJumps
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license: public domain
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*/
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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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float amp;
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float phase;
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float lines_black;
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float lines_white;
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} params;
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#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
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#pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05
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#pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05
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#pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05
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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 freq 0.500000
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#define offset 0.000000
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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 float angle;
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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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float omega = 2.0 * pi * freq; // Angular frequency
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angle = vTexCoord.y * omega * params.SourceSize.y + params.phase;
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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 float angle;
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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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vec3 color = texture(Source, vTexCoord).xyz;
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float grid;
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float lines;
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lines = sin(angle);
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lines *= params.amp;
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lines += offset;
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lines = abs(lines);
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lines *= params.lines_white - params.lines_black;
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lines += params.lines_black;
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color *= lines;
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FragColor = vec4(color.xyz, 1.0);
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}
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