mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
168 lines
5.3 KiB
Plaintext
168 lines
5.3 KiB
Plaintext
#version 450
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// CRT Emulation
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// by Mattias
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// https://www.shadertoy.com/view/lsB3DV
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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 CURVATURE;
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float SCANSPEED;
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} params;
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#pragma parameter CURVATURE "Curvature" 0.5 0.0 1.0 0.05
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#pragma parameter SCANSPEED "Scanline Crawl Speed" 1.0 0.0 10.0 0.5
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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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#define iChannel0 Source
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#define iTime (float(params.FrameCount) / 60.0)
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#define iResolution params.OutputSize.xy
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#define fragCoord (vTexCoord.xy * params.OutputSize.xy)
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vec3 sample_( sampler2D tex, vec2 tc )
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{
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vec3 s = pow(texture(tex,tc).rgb, vec3(2.2));
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return s;
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}
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vec3 blur(sampler2D tex, vec2 tc, float offs)
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{
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vec4 xoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / iResolution.x;
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vec4 yoffs = offs * vec4(-2.0, -1.0, 1.0, 2.0) / iResolution.y;
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += sample_(tex,tc + vec2(xoffs.x, yoffs.x)) * 0.00366;
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color += sample_(tex,tc + vec2(xoffs.y, yoffs.x)) * 0.01465;
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color += sample_(tex,tc + vec2( 0.0, yoffs.x)) * 0.02564;
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color += sample_(tex,tc + vec2(xoffs.z, yoffs.x)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.w, yoffs.x)) * 0.00366;
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color += sample_(tex,tc + vec2(xoffs.x, yoffs.y)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.y, yoffs.y)) * 0.05861;
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color += sample_(tex,tc + vec2( 0.0, yoffs.y)) * 0.09524;
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color += sample_(tex,tc + vec2(xoffs.z, yoffs.y)) * 0.05861;
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color += sample_(tex,tc + vec2(xoffs.w, yoffs.y)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.x, 0.0)) * 0.02564;
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color += sample_(tex,tc + vec2(xoffs.y, 0.0)) * 0.09524;
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color += sample_(tex,tc + vec2( 0.0, 0.0)) * 0.15018;
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color += sample_(tex,tc + vec2(xoffs.z, 0.0)) * 0.09524;
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color += sample_(tex,tc + vec2(xoffs.w, 0.0)) * 0.02564;
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color += sample_(tex,tc + vec2(xoffs.x, yoffs.z)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.y, yoffs.z)) * 0.05861;
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color += sample_(tex,tc + vec2( 0.0, yoffs.z)) * 0.09524;
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color += sample_(tex,tc + vec2(xoffs.z, yoffs.z)) * 0.05861;
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color += sample_(tex,tc + vec2(xoffs.w, yoffs.z)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.x, yoffs.w)) * 0.00366;
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color += sample_(tex,tc + vec2(xoffs.y, yoffs.w)) * 0.01465;
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color += sample_(tex,tc + vec2( 0.0, yoffs.w)) * 0.02564;
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color += sample_(tex,tc + vec2(xoffs.z, yoffs.w)) * 0.01465;
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color += sample_(tex,tc + vec2(xoffs.w, yoffs.w)) * 0.00366;
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return color;
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}
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//Canonical noise function; replaced to prevent precision errors
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//float rand(vec2 co){
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// return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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//}
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float rand(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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vec2 curve(vec2 uv)
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{
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uv = (uv - 0.5) * 2.0;
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uv *= 1.1;
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uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
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uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);
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uv = (uv / 2.0) + 0.5;
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uv = uv *0.92 + 0.04;
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return uv;
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}
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void main()
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{
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vec2 q = fragCoord.xy / iResolution.xy;
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vec2 uv = q;
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uv = mix( uv, curve( uv ), params.CURVATURE );
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vec3 oricol = texture( iChannel0, vec2(q.x,q.y) ).xyz;
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vec3 col;
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float x = sin(0.1*iTime+uv.y*21.0)*sin(0.23*iTime+uv.y*29.0)*sin(0.3+0.11*iTime+uv.y*31.0)*0.0017;
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float o =2.0*mod(fragCoord.y,2.0)/iResolution.x;
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x+=o;
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col.r = 1.0*blur(iChannel0,vec2(uv.x+0.0009,uv.y+0.0009),1.2).x+0.005;
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col.g = 1.0*blur(iChannel0,vec2(uv.x+0.000,uv.y-0.0015),1.2).y+0.005;
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col.b = 1.0*blur(iChannel0,vec2(uv.x-0.0015,uv.y+0.000),1.2).z+0.005;
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col.r += 0.2*blur(iChannel0,vec2(uv.x+0.0009,uv.y+0.0009),2.25).x-0.005;
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col.g += 0.2*blur(iChannel0,vec2(uv.x+0.000,uv.y-0.0015),1.75).y-0.005;
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col.b += 0.2*blur(iChannel0,vec2(uv.x-0.0015,uv.y+0.000),1.25).z-0.005;
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float ghs = 0.05;
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col.r += ghs*(1.0-0.299)*blur(iChannel0,0.75*vec2(0.01, -0.027)+vec2(uv.x+0.001,uv.y+0.001),7.0).x;
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col.g += ghs*(1.0-0.587)*blur(iChannel0,0.75*vec2(-0.022, -0.02)+vec2(uv.x+0.000,uv.y-0.002),5.0).y;
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col.b += ghs*(1.0-0.114)*blur(iChannel0,0.75*vec2(-0.02, -0.0)+vec2(uv.x-0.002,uv.y+0.000),3.0).z;
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col = clamp(col*0.4+0.6*col*col*1.0,0.0,1.0);
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float vig = (0.0 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));
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vig = pow(vig,0.3);
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col *= vec3(vig);
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col *= vec3(0.95,1.05,0.95);
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col = mix( col, col * col, 0.3) * 3.8;
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float scans = clamp( 0.35+0.15*sin(3.5*(iTime * params.SCANSPEED)+uv.y*iResolution.y*1.5), 0.0, 1.0);
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float s = pow(scans,0.9);
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col = col*vec3( s) ;
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col *= 1.0+0.0015*sin(300.0*iTime);
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col*=1.0-0.15*vec3(clamp((mod(fragCoord.x+o, 2.0)-1.0)*2.0,0.0,1.0));
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col *= vec3( 1.0 ) - 0.25*vec3( rand( uv+0.0001*iTime), rand( uv+0.0001*iTime + 0.3 ), rand( uv+0.0001*iTime+ 0.5 ) );
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col = pow(col, vec3(0.45));
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if (uv.x < 0.0 || uv.x > 1.0)
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col *= 0.0;
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if (uv.y < 0.0 || uv.y > 1.0)
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col *= 0.0;
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float comp = smoothstep( 0.1, 0.9, sin(iTime) );
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FragColor = vec4(col,1.0);
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}
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