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https://github.com/italicsjenga/slang-shaders.git
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84 lines
2 KiB
Plaintext
84 lines
2 KiB
Plaintext
#version 450
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/*
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lcd1x shader
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A slightly tweaked version of lcd3x, original code written by Gigaherz
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and released into the public domain:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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layout(push_constant) uniform Push
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{
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float BRIGHTEN_SCANLINES;
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float BRIGHTEN_LCD;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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/*
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VERTEX_SHADER
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*/
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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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// Magic Numbers
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#define PI 3.141592654
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
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vec2 angle = 2.0 * PI * (pixelCoord - 0.25);
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float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
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float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
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// Get colour sample
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vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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