slang-shaders/misc/scanline.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE_BASE_BRIGHTNESS;
float SCANLINE_SINE_COMP_A;
float SCANLINE_SINE_COMP_B;
} params;
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define pi 3.141592654
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 omega;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 omega;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = texture(Source, vTexCoord).xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}