#version 450 /* based on scanline shader by: Author: Themaister License: Public domain */ 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 = fract(floor(vTexCoord.xy * params.OutputSize.xy * 1.0001) / scanline_size); vec3 scanline = (fragcoord.y > 0.3333)? res : vec3(SCANLINE_SINE_COMP_B * res);//res * ((1. - 0.75 * SCANLINE_SINE_COMP_B) + dot(sine_comp * sin((fragcoord / scanline_size) * omega), vec2(1.0, 1.0))); FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0); }