mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-28 18:31:31 +11:00
76 lines
2 KiB
Plaintext
76 lines
2 KiB
Plaintext
#version 450
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#pragma name encode_pass
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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uint FrameCount;
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} params;
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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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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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bool wave (int p, int color)
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{
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return ((color + p + 8) % 12 < 6);
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}
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void main()
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{
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/* original palette decode for historical purposes:
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uint n = uint(texture(Source, vTexCoord).r);
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uint color = n & 0xfu;
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uint level = color < 0xeu ? (n>>4u)&3u : 1u;
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uint emphasis = n >> 6u;
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*/
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vec4 c = texture(Source, vTexCoord.xy);
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// Extract the chroma, level, and emphasis from the normalized RGB triplet
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int color = int(floor((c.r * 15.0) + 0.5));
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int level = int(floor((c.g * 3.0) + 0.5));
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int emphasis = int(floor((c.b * 7.0) + 0.5));
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const float levels[] = float[](0.350, 0.518, 0.962, 1.550,
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1.094, 1.506, 1.962, 1.962);
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const float attenuation = 0.746;
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const float min = levels[0]*attenuation;
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const float max = levels[7];
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float lo_hi[] = float[](levels[level + 4u*uint(color == 0x0u)],
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levels[level + 4u*uint(color < 0xdu)]);
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uint x = uint(floor(vTexCoord.x*params.SourceSize.x*2.0));
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uint y = uint(floor(vTexCoord.y*params.SourceSize.y));
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float frag[4];
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for (uint i = 0u; i < 4u; i++) {
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uint p = (x*4u+i + y*4u + uint(params.FrameCount*4)) % 12u;
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#define wave(ph,co) (((co)+(ph)+8u)%12u<6u)
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float spot = lo_hi[uint(wave(p,color))];
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if ( (((emphasis&1u)==1u) && wave(p,12u))
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|| (((emphasis&2u)==1u) && wave(p,4u))
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|| (((emphasis&4u)==1u) && wave(p,8u)))
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spot *= attenuation;
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frag[i] = spot;
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}
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FragColor = (vec4(frag[0], frag[1], frag[2], frag[3]) - vec4(min))/vec4(max-min);
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}
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