#version 450 /////////////////////////////////////////////////////////////////////////// // // // LCD Shader v0.0.1 // // // // Copyright (C) 2013 Harlequin : unknown92835@gmail.com // // // // This program is free software: you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation, either version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // // // /////////////////////////////////////////////////////////////////////////// layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float response_time; } params; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //config // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Simulate response time // Higher values result in longer color transition periods - [0, 1] #pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 #define response_time params.response_time layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //vertex definitions // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define video_scale floor(params.OutputSize.y * params.SourceSize.w) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) #define scaled_video_out (params.SourceSize.xy * video_scale) //size of the scaled video #define half_pixel (0.5 * params.OutputSize.zw) //it's... half a pixel //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //vertex shader // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out float cell_height; layout(location = 2) out float texel_height; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; cell_height = params.SourceSize.w; texel_height = 1.0 / (params.SourceSize.y * video_scale); } #pragma stage fragment //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //fragment definitions // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define curr_rgb texture(Source, vTexCoord).rgb #define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb #define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb #define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb #define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb #define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb #define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb #define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb #define line_alpha 0.5 //arbitrary 0 texel_height); FragColor = vec4( (out_color.rgb * float(is_on_line)), (out_color.a - (line_alpha * float(!is_on_line))) ); }