#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float opacity; } params; #pragma parameter opacity "Scanlines dark" 50.0 0.0 100.0 1.0 #define opacity params.opacity 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() { vec4 frame = texture(Source, vTexCoord); vec2 fragpos = floor(vTexCoord.xy*params.OutputSize.xy); vec4 background; if (mod(fragpos.y,2.0) == 0.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0); if (params.OutputSize.y > 1600) { if (mod(fragpos.y,4.0) < 2.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0);} background.a *= opacity / 100.0; FragColor = mix(frame, background, background.a); }