mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
56 lines
1.3 KiB
Plaintext
56 lines
1.3 KiB
Plaintext
#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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} params;
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#define SamplerColorVHS second
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#define _FeedbackTex third
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#include "VHSPro_params.inc"
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#include "VHSPro_constants.inc"
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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 texcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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texcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D second;
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layout(set = 0, binding = 3) uniform sampler2D third;
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#include "VHSPro_functions.inc"
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void main()
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{
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// needed to add distortion here or the trails don't match up to the image
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vec2 p = texcoord;
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//distortions
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if (VHS_FishEye){
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p = fishEye(p, fisheyeSize, fisheyeBend); // p = fishEye(p, 1.2, 2.0);
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// return vec4( fract(p*5.0)/2.5, 1.0, 1.0); //debug
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}
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vec3 col = texture( SamplerColorVHS, texcoord).rgb; //curent frame
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const vec3 fbb = texture( _FeedbackTex, p).rgb; //feedback buffer
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if (VHS_Feedback){
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col = bm_screen(col, fbb*feedbackAmp);
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if (feedbackDebug){
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col = fbb;
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}
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}
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FragColor = vec4(col, 1.0);
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} |