#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float percent; float enable_480i; float top_field_first; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05 #pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0 #pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0 /* Interlacing Author: hunterk License: Public domain Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice. This shader will un-weave the image, resulting in a standard, alternating-field interlacing. */ #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 res = texture(Source, vTexCoord).rgba; float y = 0.0; float tick = registers.FrameCount; // assume anything with a vertical resolution greater than 400 lines is interlaced if (registers.SourceSize.y > 400.0) {y = registers.SourceSize.y * vTexCoord.y + (tick * registers.enable_480i) + registers.top_field_first;} else {y = 2.0 * registers.SourceSize.y * vTexCoord.y + registers.top_field_first;} if (mod(y, 1.99999) > 0.99999) {res = res;} else {res = vec4(registers.percent) * res;} FragColor = res; }