#version 450 /* Interlacing Copyright (C) 2020 guest(r) - guest.r@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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #pragma format R32G32B32A32_SFLOAT layout(push_constant) uniform Push { vec4 OriginalSize; vec4 OutputSize; vec4 SourceSize; uint FrameCount; float GAMMA_INPUT; float inter; float interm; float inters; float iscan; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 #define GAMMA_INPUT params.GAMMA_INPUT #pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 #pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 #define inter params.inter // interlace resolution #pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 #define interm params.interm // interlace mode #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // // Joint parameter with main pass, values must match #define inters params.inters // interlacing effect smoothing #pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 #define iscan params.iscan // interlacing effect scanlining #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 * 1.000001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D PrePass; #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } void main() { vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, 1.0/params.OriginalSize.y)).rgb; vec3 c = c1; float intera = 1.0; float gamma_in = 1.0/GAMMA_INPUT; if (inter < params.OriginalSize.y && interm > 0.5) { intera = 0.5; float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)); float frame_no = floor(mod(float(params.FrameCount),2.0)); float ii = abs(line_no-frame_no); float m1 = max(max(c1.r,c1.g),c1.b); float m2 = max(max(c2.r,c2.g),c2.b); vec3 df = abs(c1-c2); float d = max(max(df.r,df.g),df.b); if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); float r; if (interm < 3.5) { r = max(m1*ii, (1.0-iscan)*min(m1,m2)); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); intera = 0.0; } if (interm == 5.0) { c = mix(c2, c1, 0.5); intera = 0.5; } c = pow(c, vec3(GAMMA_INPUT*0.70)); gamma_in = 1.0/(GAMMA_INPUT*0.70); } else c = pow(c, vec3(GAMMA_INPUT)); if (vTexCoord.x > 0.5) gamma_in = intera; FragColor = vec4(c, gamma_in); }