mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
45 lines
1.2 KiB
Plaintext
Executable file
45 lines
1.2 KiB
Plaintext
Executable file
#version 450
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layout(push_constant) uniform Push
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{
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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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float opacity;
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} params;
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#pragma parameter opacity "Scanlines dark" 50.0 0.0 100.0 1.0
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#define opacity params.opacity
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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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void main()
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{
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vec4 frame = texture(Source, vTexCoord);
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vec2 fragpos = floor(vTexCoord.xy*params.OutputSize.xy);
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vec4 background;
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if (mod(fragpos.y,2.0) == 0.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0);
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if (params.OutputSize.y > 1600) { if (mod(fragpos.y,4.0) < 2.0) background = vec4(0.0, 0.0, 0.0, 1.0); else background = vec4(1.0, 1.0, 1.0, 0.0);}
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background.a *= opacity / 100.0;
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FragColor = mix(frame, background, background.a);
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} |