mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
115 lines
2.8 KiB
Plaintext
115 lines
2.8 KiB
Plaintext
#version 450
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// based on VHS Compression
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// shadertoy by mpalko https://www.shadertoy.com/view/tsfXWj
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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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} params;
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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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#include "vhs_mpalko.inc"
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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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//////////// -- SET UP LUTS HERE -- ////////////
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#define iChannel0 Source
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//////////////// -- END PASSES AND LUTS -- ////////////////
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//////////// -- SET UP SHADERTOY VARIABLES -- ////////////
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float iGlobalTime = float(params.FrameCount)*0.025;
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float iTime = float(params.FrameCount)*0.025;
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vec2 iResolution = params.OutputSize.xy;
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#define FragCoord (params.OutputSize.xy * vTexCoord.xy)
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int iFrame = int(params.FrameCount);
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//////////// -- END SHADERTOY VARIABLES -- ////////////
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//////////// -- PASTE SHADERTOY HERE -- ////////////
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// Downsample buffer A and convert to YIQ color space
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vec3 downsampleVideo(vec2 uv, vec2 pixelSize, ivec2 samples)
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{
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//return texture(VIDEO_TEXTURE, uv).rgb * rgb2yiq;
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vec2 uvStart = uv - pixelSize / 2.0;
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vec2 uvEnd = uv + pixelSize;
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vec3 result = vec3(0.0, 0.0, 0.0);
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for (int i_u = 0; i_u < samples.x; i_u++)
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{
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float u = lerp(uvStart.x, uvEnd.x, float(i_u) / float(samples.x));
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for (int i_v = 0; i_v < samples.y; i_v++)
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{
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float v = lerp(uvStart.y, uvEnd.y, float(i_v) / float(samples.y));
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result += texture(VIDEO_TEXTURE, vec2(u, v)).rgb;
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}
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}
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return (result / float(samples.x * samples.y)) * rgb2yiq;
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}
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vec3 downsampleVideo(vec2 fragCoord, vec2 downsampledRes)
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{
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if (fragCoord.x > downsampledRes.x || fragCoord.y > downsampledRes.y)
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{
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return vec3(0.0);
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}
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vec2 uv = fragCoord / downsampledRes;
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vec2 pixelSize = 1.0 / downsampledRes;
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ivec2 samples = ivec2(8, 3);
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pixelSize *= 1.0 + blurAmount; // Slight box blur to avoid aliasing
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return downsampleVideo(uv, pixelSize, samples);
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
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vec2 resChroma = min(maxResChroma, vec2(iResolution));
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float luminance = downsampleVideo(fragCoord, resLuminance).r;
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vec2 chroma = downsampleVideo(fragCoord, resChroma).gb;
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fragColor = vec4(luminance, chroma, 1);
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}
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//////////// -- END SHADERTOY -- ////////////
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void main()
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{
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mainImage(FragColor, FragCoord.xy);
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} |