mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
70 lines
1.6 KiB
Plaintext
70 lines
1.6 KiB
Plaintext
#version 450
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// Super-basic scanline shader
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// (looks bad at non-integer scales)
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// by hunterk
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// license: public domain
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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;
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float THICKNESS;
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float DARKNESS;
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float BRIGHTBOOST;
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} params;
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#pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0
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#pragma parameter DARKNESS "Scanline Darkness" 0.50 0.0 1.0 0.05
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#pragma parameter BRIGHTBOOST "Scanline Boost Bright" 1.1 1.0 1.2 0.1
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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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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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vec3 RGBtoYIQ(vec3 RGB){
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const mat3 yiqmat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114);
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return RGB * yiqmat;
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}
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vec3 YIQtoRGB(vec3 YIQ){
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const mat3 rgbmat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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return YIQ * rgbmat;
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}
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void main()
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{
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float lines = fract(vTexCoord.y * params.SourceSize.y);
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float scale_factor = floor((params.OutputSize.y / params.SourceSize.y) + 0.4999);
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vec4 screen = texture(Source, vTexCoord);
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screen.rgb = RGBtoYIQ(screen.rgb);
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screen.r *= params.BRIGHTBOOST;
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screen.rgb = YIQtoRGB(screen.rgb);
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FragColor = (lines > (1.0 / scale_factor * params.THICKNESS)) ? screen : screen * vec4(1.0 - params.DARKNESS);
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} |