mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
914543309f
* CRt-Yee64 and yeetron now uses RSDK Decompilation code Which means its now humanly readable! Hooray for reverse engineer! * I think i got those mixed up so, here
94 lines
2.9 KiB
Plaintext
94 lines
2.9 KiB
Plaintext
#version 450
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// ported from ReShade
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layout(push_constant) uniform Push
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{
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float viewSizeHD;
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float intensityR;
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float intensityG;
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float intensityB;
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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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} params;
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#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
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int viewSizeHD = int(params.viewSizeHD);
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#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
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#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
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#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
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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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vec4 FinalViewportSize;
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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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void main()
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{
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float RSDK_PI = 3.14159;
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vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
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vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
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vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
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vec2 viewPos = floor((textureSize.xy / pixelSize.xy) * vTexCoord.xy * viewSize.xy) + 0.5;
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float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
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vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
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vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
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if (intencityPos < 0.333)
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scanlineIntencity.rgb = intencity.xyz;
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else if (intencityPos < 0.666)
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scanlineIntencity.rgb = intencity.zxy;
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else
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scanlineIntencity.rgb = intencity.yzx;
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vec2 pixelPos = vTexCoord.xy * textureSize.xy;
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vec2 roundedPixelPos = floor(pixelPos.xy);
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scanlineIntencity.a = clamp(abs(sin(pixelPos.y * RSDK_PI)) + 0.25, 0.5, 1.0);
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pixelPos.xy = fract(pixelPos.xy) + -0.5;
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vec2 invTexPos = -vTexCoord.xy * textureSize.xy + (roundedPixelPos + 0.5);
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vec2 newTexPos = vec2(0.0,0.0);
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newTexPos.x = clamp(-abs(invTexPos.x * 0.5) + 1.5, 0.8, 1.25);
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newTexPos.y = clamp(-abs(invTexPos.y * 2.0) + 1.25, 0.5, 1.0);
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vec2 colorMod;
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colorMod.x = newTexPos.x * newTexPos.y;
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colorMod.y = newTexPos.x * ((scanlineIntencity.a + newTexPos.y) * 0.5);
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scanlineIntencity.w *= newTexPos.x;
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vec2 texPos = ((pixelPos.xy + -clamp(pixelPos.xy, -0.25, 0.25)) * 2.0 + roundedPixelPos + 0.5) / textureSize.xy;
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vec4 texColor = texture(Source, texPos.xy);
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vec3 blendedColor = vec3(0.0,0.0,0.0);
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blendedColor.x = scanlineIntencity.a * texColor.x;
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blendedColor.yz = colorMod.xy * texColor.yz;
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vec4 outColor;
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outColor.xyz = viewSize.y >= params.viewSizeHD ? (scanlineIntencity.rgb * blendedColor.rgb) : blendedColor.xyz;
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outColor.w = texColor.w;
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FragColor = outColor.xyzw;
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} |