slang-shaders/crt/shaders/crt-nes-mini.slang
2017-03-14 21:03:52 -05:00

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float BRIGHTBOOST;
float INTENSITY;
float SCANTHICK;
} params;
#pragma parameter SCANTHICK "Scanline Thickness" 2.0 2.0 4.0 2.0
#pragma parameter INTENSITY "Scanline Intensity" 0.15 0.0 1.0 0.01
#pragma parameter BRIGHTBOOST "Luminance Boost" 0.15 0.0 1.0 0.01
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 texel = texture(Source, vTexCoord.xy).rgb;
vec3 pixelHigh = ((1.0 + params.BRIGHTBOOST) - (0.2 * texel)) * texel;
vec3 pixelLow = ((1.0 - params.INTENSITY) + (0.1 * texel)) * texel;
float selectY = mod(vTexCoord.y * params.SCANTHICK * params.SourceSize.y, 2.0);
float selectHigh = step(1.0, selectY);
float selectLow = 1.0 - selectHigh;
vec3 pixelColor = (selectLow * pixelLow) + (selectHigh * pixelHigh);
FragColor = vec4(pixelColor, 1.0);
}