mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
165 lines
5 KiB
Plaintext
165 lines
5 KiB
Plaintext
#version 450
|
|
#include "config.inc"
|
|
|
|
#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 float vDynamicSeed;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
//Generate a seed that changes over time for temporal random noise
|
|
vDynamicSeed = mod(params.FrameCount, 120.0001);
|
|
}
|
|
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float vDynamicSeed;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
vec3 pixel_flickering() {
|
|
/* Simulates the flickering effect of the interlaced screens.
|
|
* As I remember, it was visible when a line and the next had high
|
|
* luminosity differences.
|
|
* So we need to sample the current line and the previous one
|
|
* (eventually applying color corrections to both).
|
|
*
|
|
* Repeating the following:
|
|
* On frame 0, return the "clean" pixel
|
|
* On frame 1, mix the upper pixel with the current one
|
|
* On frame 2, mix the lower pixel with the current one
|
|
*
|
|
* The effect of the mix is the flickering itself, and we modulate
|
|
* the mix according to the luminance difference between the current
|
|
* pixel and the mixed one.
|
|
*
|
|
* We choose to alternate on a period of 3,
|
|
* (thus considering the upper pixel and the lower one)
|
|
* or else the high pixel persistance of lcd displays wont allow
|
|
* to see the effect (the lcd panel would just mix the pixels by itself (meh).
|
|
*/
|
|
|
|
|
|
vec3 pixel_cur = texture(Source,vTexCoord).rgb;
|
|
float mymod = params.FrameCount % 3;
|
|
|
|
if (mymod == 0.0) return pixel_cur;
|
|
float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
|
|
vec3 flickline;
|
|
if (mymod == 1.0 )
|
|
flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
|
|
else if (mymod == 2.0)
|
|
flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
|
|
|
|
float lumdiff = abs(flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b);
|
|
|
|
lumdiff = min(lumdiff * SCANLINE_FLICKERING_POWER, 1.0);
|
|
return mix(pixel_cur,flickline,lumdiff);
|
|
|
|
|
|
}
|
|
|
|
|
|
vec3 colorwheel(vec2 uv){
|
|
float timeoffset = params.FrameCount / 120.0;
|
|
vec2 uvc = -1.0 * ((2.0 * uv) - 1.0);
|
|
float dist = length(uvc);
|
|
float ang = (atan(uvc.y, uvc.x) + pi) / (2.0 * pi) - timeoffset;
|
|
ang = mod(ang, 1.0);
|
|
vec3 colHSV = vec3(ang, 1.0, dist);
|
|
return hsv2rgb(colHSV);
|
|
}
|
|
|
|
void debug() {
|
|
//Just test patterns here
|
|
vec3 pixel_debug;
|
|
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/5.0))); //white fade
|
|
|
|
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
|
|
|
|
|
|
|
|
//pixel_debug=vec3(0.0,1.0,0.0);
|
|
|
|
//pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
|
|
|
|
pixel_debug=vec3(vTexCoord.x); //H bw gradient
|
|
|
|
//pixel_debug=vec3(1.0); //H bw gradient
|
|
|
|
//pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
|
|
|
|
//pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
|
|
|
|
//pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
|
|
|
|
//pixel_debug=vec3(floor(vTexCoord.x*256)/256); //H bw gradient 256gray
|
|
|
|
//pixel_debug=vec3(1,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
|
|
|
|
// float blink_time = 20;
|
|
// if (mod(params.FrameCount,blink_time*2) < blink_time) pixel_debug=vec3(0.2) ; else pixel_debug=vec3(1.0);
|
|
|
|
//White circle, blinking
|
|
/* float blink_time = 20;
|
|
vec2 center = vTexCoord - vec2(0.5,0.5);
|
|
float radius = 0.1;
|
|
pixel_debug = vec3(1 - step(radius, length(center)));
|
|
pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
|
|
*/
|
|
|
|
//pixel_debug = colorwheel(vTexCoord);
|
|
FragColor = vec4(pixel_debug,1.0);
|
|
}
|
|
|
|
|
|
void main() {
|
|
|
|
//debug(); return;
|
|
|
|
/* since flickering code needs
|
|
luminosity difference between 2 vertical lines
|
|
both have to be processed through color corrections and rgb pixel offsets.
|
|
before flickering code can operate. (pixel_no_flicker)
|
|
Therefore we call pixel_no_flicker inside it when we want flickering scanlines
|
|
and outside id when we dont.
|
|
*/
|
|
|
|
vec3 pixel_out;
|
|
if (DO_SCANLINES == 0.0)
|
|
pixel_out = texture(Source, vTexCoord).rgb;
|
|
|
|
else if (scanline_have_to_flicker(is_interlaced()))
|
|
pixel_out = pixel_flickering();
|
|
else
|
|
//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
|
|
pixel_out = texture(Source, vTexCoord).rgb;
|
|
|
|
|
|
if (DO_RF_NOISE > 0.0) {
|
|
vec3 noise = vec3(random_fast(RF_NOISE_STRENGTH, vTexCoord * vDynamicSeed));
|
|
pixel_out += noise;
|
|
}
|
|
|
|
//Here lies the blur modifier from ntsc pass to glow.
|
|
//I'm not expecting any performance hit, since the lookup should have been cached alreadyl
|
|
float pixel_alpha = texture(Source, vTexCoord).a;
|
|
|
|
FragColor = vec4(pixel_out, pixel_alpha);
|
|
}
|
|
|
|
|