#version 450 /* Resolution-Independent Scanlines based on Scanlines Sine Absolute Value An ultra light scanline shader by RiskyJumps license: public domain */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float amp; float phase; float lines_black; float lines_white; float mask, mask_weight, imageSize; } params; #pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05 #pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05 #pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05 #pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05 #pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0 #pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01 #pragma parameter imageSize "Simulated Image Height" 224.0 144.0 260.0 1.0 #define freq 0.500000 #define offset 0.000000 #define pi 3.141592654 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define pi 3.141592654 #include "../../include/subpixel_masks.h" #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 float omega; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; omega = 2.0 * pi * freq; // Angular frequency } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float omega; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * params.imageSize + params.phase; vec3 color = texture(Source, vTexCoord).xyz; float grid; float lines; lines = sin(angle); lines *= params.amp; lines += offset; lines = abs(lines); lines *= params.lines_white - params.lines_black; lines += params.lines_black; color *= lines; FragColor = vec4(color.xyz, 1.0); FragColor.rgb *= mask_weights(gl_FragCoord.xy, params.mask_weight, int(params.mask)); }