mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
91 lines
2.4 KiB
Plaintext
91 lines
2.4 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float signalResolution;
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float addNoise;
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float noiseStrength;
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uint FrameCount;
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} params;
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#pragma parameter signalResolution "Signal Resolution" 700.0 20.0 2000.0 10.0
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#pragma parameter addNoise "Add Noise" 0.0 0.0 1.0 1.0
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#pragma parameter noiseStrength "Noise Strength" 0.0 0.0 1.0 0.05
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//#include "config.h"
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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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////////////////////////////////////////////////////////
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// GTU-famicom version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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#define X(i) (offset-(i))
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#define S(i) (texture(Source, vec2(vTexCoord.x - X(i)/params.SourceSize.x,vTexCoord.y)).x)
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#define VAL(i) (S(i)*STU(X(i),(params.signalResolution * params.SourceSize.z)))
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float rand2(vec2 co)
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{
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float c = 43758.5453;
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float dt = dot(co.xy, vec2(12.9898, 78.233));
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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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float rand(vec2 co)
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{
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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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#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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void main()
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{
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.50001);
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float signal = 0.0;
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float range = ceil(0.50001 + params.SourceSize.x / params.signalResolution);
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range = min(range, 255.0);
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float i;
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for (i = 1 - range; i < 1 + range; i++)
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signal += VAL(i);
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if (params.addNoise > 0.0)
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{
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vec2 pos = (vTexCoord.xy * params.SourceSize.xy);
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signal -= 0.5;
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signal += (rand(vec2(pos.x * pos.y, params.FrameCount)) - 0.50001) * params.noiseStrength;
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signal += 0.5;
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}
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FragColor = vec4(signal);
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}
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