mirror of
https://github.com/italicsjenga/slang-shaders.git
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129 lines
6.9 KiB
Plaintext
129 lines
6.9 KiB
Plaintext
#version 450
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///////////////////////////////////////////////////////////////////////////
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// //
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// LCD Shader v0.0.1 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount; float response_time;
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} params;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//config //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Simulate response time
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// Higher values result in longer color transition periods - [0, 1]
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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#define response_time params.response_time
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#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)
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#define scaled_video_out (params.SourceSize.xy * video_scale) //size of the scaled video
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#define half_pixel (0.5 * params.OutputSize.zw) //it's... half a pixel
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float cell_height;
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layout(location = 2) out float texel_height;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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cell_height = params.SourceSize.w;
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texel_height = 1.0 / (params.SourceSize.y * video_scale);
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}
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#pragma stage fragment
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#define curr_rgb texture(Source, vTexCoord).rgb
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#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb
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#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb
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#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb
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#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb
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#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb
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#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb
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#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb
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#define line_alpha 0.5 //arbitrary 0<a<1 value used to distinguish vertical line fragments from the border and cell fragments later one
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//ANY CHANGE TO THIS SHOULD BE REPEATED IN lcd_pass_3 SO IT CAN IDENTIFY LINE FRAGMENTS PROPERLY
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float cell_height;
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layout(location = 2) in float texel_height;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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//motion blur
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vec3 input_rgb = curr_rgb;
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input_rgb += (prev0_rgb - input_rgb) * response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
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vec4 out_color = vec4(input_rgb, 1.0);
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//add horizontal lines
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bool is_on_line = bool(mod(vTexCoord.y, cell_height) > texel_height);
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FragColor = vec4( (out_color.rgb * float(is_on_line)), (out_color.a - (line_alpha * float(!is_on_line))) );
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}
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