mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
81 lines
1.9 KiB
Plaintext
81 lines
1.9 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 PASSES AND LUTS HERE -- ////////////
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#define iChannel1 Source
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//////////////// -- END PASSES AND LUTS -- ////////////////
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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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//////////// -- PASTE SHADERTOY HERE -- ////////////
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vec2 rotate(vec2 v, float a)
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{
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float s = sin(a);
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float c = cos(a);
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mat2 m = mat2(c, -s, s, c);
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return m * v;
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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 uv = fragCoord / iResolution.xy;
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vec2 resLuminance = min(maxResLuminance, vec2(iResolution));
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vec2 resChroma = min(maxResChroma, vec2(iResolution));
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vec2 uvLuminance = uv * (resLuminance / vec2(iResolution));
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vec2 uvChroma = uv * (resChroma / vec2(iResolution));
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vec3 result;
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float luminance = textureBicubic(iChannel1, uvLuminance).x;
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vec2 chroma = textureBicubic(iChannel1, uvChroma).yz;
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result = vec3(luminance, chroma) * yiq2rgb;
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fragColor = vec4(result, 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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} |