mirror of
https://github.com/italicsjenga/slang-shaders.git
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66 lines
1.7 KiB
Plaintext
66 lines
1.7 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float percent;
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float enable_480i;
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float top_field_first;
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} registers;
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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 parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
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#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
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#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
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/*
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Interlacing
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
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*/
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#pragma stage vertex
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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void main()
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{
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vec4 res = texture(Source, vTexCoord).rgba;
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float y = 0.0;
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float tick = registers.FrameCount;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (registers.OriginalSize.y > 400.0)
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{y = registers.SourceSize.y * vTexCoord.y + (tick * registers.enable_480i) + registers.top_field_first;}
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else
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{y = 2.000001 * registers.SourceSize.y * vTexCoord.y + registers.top_field_first;}
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if (mod(y, 1.99999) > 0.99999)
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{res = res;}
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else
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{res = vec4(registers.percent) * res;}
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FragColor = res;
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}
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