mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-01 03:41:30 +11:00
100 lines
3 KiB
Plaintext
100 lines
3 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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float GTU_ON;
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float signalResolution;
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float signalResolutionI;
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float signalResolutionQ;
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float compositeConnection;
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} params;
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#pragma parameter signalResolution " Signal Resolution Y" 256.0 16.0 1024.0 16.0
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#pragma parameter signalResolutionI " Signal Resolution I" 83.0 1.0 350.0 2.0
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#pragma parameter signalResolutionQ " Signal Resolution Q" 25.0 1.0 350.0 2.0
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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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////////////////////////////////////////////////////////
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// GTU version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#include "config.h"
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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//#define X(i) (offset-(i))
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#define GETC (texture(Source, vec2(vTexCoord.x - X * params.SourceSize.z, vTexCoord.y)).rgb)
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#define VAL_composite vec3((c.x*STU(X,(params.signalResolution * params.SourceSize.z))),(c.y*STU(X,(params.signalResolutionI * params.SourceSize.z))),(c.z*STU(X,(params.signalResolutionQ * params.SourceSize.z))))
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#define VAL (c*STU(X,(params.signalResolution * params.SourceSize.z)))
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#define PROCESS(i) X=(offset-(i));c=GETC;tempColor+=VAL;
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#define PROCESS_composite(i) X=(offset-(i));c=GETC;tempColor+=VAL_composite;
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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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// If GTU is off return the color from the last pass
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if (params.GTU_ON < 1)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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vec3 tempColor = vec3(0.0);
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float X;
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vec3 c;
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float range;
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if (params.compositeConnection > 0.0)
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range=ceil(0.5+params.SourceSize.x/min(min(params.signalResolution,params.signalResolutionI),params.signalResolutionQ));
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else
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range=ceil(0.5+params.SourceSize.x/params.signalResolution);
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float i;
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if(params.compositeConnection > 0.0){
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for (i=-range;i<range+2.0;i++){
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PROCESS_composite((offset-(i)))
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}
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}
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else{
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for (i=-range;i<range+2.0;i++){
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PROCESS((offset-(i)))
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}
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}
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if(params.compositeConnection > 0.0)
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tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
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else
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tempColor=clamp(tempColor,0.0,1.0);
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// tempColor=clamp(tempColor,0.0,1.0);
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FragColor = vec4(tempColor, 1.0);
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} |