#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float signalResolution; float addNoise; float noiseStrength; uint FrameCount; } params; #pragma parameter signalResolution "Signal Resolution" 700.0 20.0 2000.0 10.0 #pragma parameter addNoise "Add Noise" 0.0 0.0 1.0 1.0 #pragma parameter noiseStrength "Noise Strength" 0.0 0.0 1.0 0.05 //#include "config.h" layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //////////////////////////////////////////////////////// // GTU-famicom version 0.50 // Author: aliaspider - aliaspider@gmail.com // License: GPLv3 //////////////////////////////////////////////////////// #define pi 3.14159265358 #define a(x) abs(x) #define d(x,b) (pi*b*min(a(x)+0.5,1.0/b)) #define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b)) #define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi)) #define X(i) (offset-(i)) #define S(i) (texture(Source, vec2(vTexCoord.x - X(i)/params.SourceSize.x,vTexCoord.y)).x) #define VAL(i) (S(i)*STU(X(i),(params.signalResolution * params.SourceSize.z))) float rand2(vec2 co) { float c = 43758.5453; float dt= dot(co.xy ,vec2(12.9898,78.233)); float sn= mod(dt,3.14); return fract(sin(sn) * c); } float rand(vec2 co){ return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } #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() { float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.50001); float signal = 0.0; float range = ceil(0.50001 + params.SourceSize.x / params.signalResolution); range = min(range, 255.0); float i; for (i = 1-range; i < 1+range; i++) signal+=VAL(i); if(params.addNoise > 0.0) { vec2 pos = (vTexCoord.xy * params.SourceSize.xy); signal -= 0.5; signal += (rand(vec2(pos.x * pos.y, params.FrameCount)) - 0.50001) * params.noiseStrength; signal += 0.5; } FragColor = vec4(signal); }