mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
fe459ce01c
fix small mistakes in crt-geom-potato
79 lines
1.7 KiB
Plaintext
79 lines
1.7 KiB
Plaintext
#version 450
|
|
|
|
// Simple scanlines with curvature and mask effects lifted from crt-geom
|
|
// original by hunterk, edited by DariusG
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float SCANLINE;
|
|
float cgwg;
|
|
float boost;
|
|
} params;
|
|
|
|
// Parameter lines go here:
|
|
|
|
#pragma parameter boost "Bright boost " 1.20 1.00 2.00 0.02
|
|
#define boost params.boost
|
|
|
|
#pragma parameter SCANLINE "Scanline Intensity" 0.50 0.0 1.0 0.05
|
|
#define SCANLINE params.SCANLINE
|
|
|
|
#pragma parameter cgwg "Mask Intensity " 0.3 0.0 1.0 0.05
|
|
#define cgwg params.cgwg
|
|
|
|
|
|
#define pi 3.141592654
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 p;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
p = vTexCoord * params.SourceSize.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(location = 1) in vec2 p;
|
|
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 pos = vTexCoord.xy;
|
|
|
|
vec3 res = texture(Source, pos).rgb;
|
|
|
|
res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
|
|
|
|
//scanlines will misalign if res*res is run before scanlines applied.
|
|
res *= res;
|
|
|
|
// apply the mask
|
|
res *= cgwg*(sin(pos.x*params.OutputSize.x*pi))+1.0-cgwg ;
|
|
|
|
res = sqrt(res);
|
|
res *= boost;
|
|
|
|
FragColor = vec4(res,1.0);
|
|
}
|