mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
128 lines
4 KiB
Plaintext
128 lines
4 KiB
Plaintext
#version 450
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#include "config.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 vTexCoord;
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layout(location = 1) out float vDynamicSeed;
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layout(location = 2) out float vFlickering_power;
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layout(location = 3) out float vDo_flickering;
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#include "includes/functions.include.slang"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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//Generate a seed that changes over time for temporal random noise
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vDynamicSeed = mod(params.FrameCount, 120.0001);
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vFlickering_power = DO_PIXELGRID * PIXELGRID_INTR_FLICK_POWR;
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vDo_flickering = float ( scanline_have_to_flicker(is_interlaced()) ) ;
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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 = 1) in float vDynamicSeed;
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layout(location = 2) in float vFlickering_power;
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layout(location = 3) in float vDo_flickering;
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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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#include "includes/functions.include.slang"
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vec3 pixel_flickering() {
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/* Simulates the flickering effect of the interlaced screens.
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* As I remember, it was visible when a line and the next had high
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* luminosity differences.
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* So we need to sample the current line and the previous one
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* (eventually applying color corrections to both).
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*
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* Repeating the following:
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* On frame 0, return the "clean" pixel
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* On frame 1, mix the upper pixel with the current one
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* On frame 2, mix the lower pixel with the current one
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*
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* The effect of the mix is the flickering itself, and we modulate
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* the mix according to the luminance difference between the current
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* pixel and the mixed one.
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*
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* We choose to alternate on a period of 3,
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* (thus considering the upper pixel and the lower one)
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* or else the high pixel persistance of lcd displays wont allow
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* to see the effect (the lcd panel would just mix the pixels by itself (meh).
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*/
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vec3 pixel_cur = texture(Source,vTexCoord).rgb;
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float mymod = params.FrameCount % 3;
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if (mymod == 0.0) return pixel_cur;
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float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
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vec3 flickline;
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if (mymod == 1.0 )
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flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
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else if (mymod == 2.0)
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flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
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float lumdiff = abs(flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b);
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lumdiff = min(lumdiff * vFlickering_power, 1.0);
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return mix(pixel_cur,flickline,lumdiff);
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}
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void main() {
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/* since flickering code needs
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luminosity difference between 2 vertical lines
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both have to be processed through color corrections and rgb pixel offsets.
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before flickering code can operate. (pixel_no_flicker)
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Therefore we call pixel_no_flicker inside it when we want flickering scanlines
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and outside id when we dont.
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*/
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vec3 pixel_out;
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if (DO_PIXELGRID == 0.0)
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pixel_out = texture(Source, vTexCoord).rgb;
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else if (vDo_flickering==1.0)
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pixel_out = pixel_flickering();
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else
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//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
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pixel_out = texture(Source, vTexCoord).rgb;
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if (DO_RF_NOISE > 0.0) {
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vec3 noise = vec3(random_fast(RF_NOISE_STRENGTH, vTexCoord * vDynamicSeed));
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pixel_out += noise;
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}
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//Here lies the blur modifier from ntsc pass to glow.
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//I'm not expecting any performance hit, since the lookup should have been cached alreadyl
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float pixel_alpha = texture(Source, vTexCoord).a;
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//dots, need in_coords = in_coords - global.flick_and_noise_passSize.zw*0.5 in pixelgrid pass
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//vec2 integerCoords = floor(vTexCoord.xy * params.OutputSize.xy);
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//float black = float( mod(integerCoords.x, 2.0) != 0.0 && mod(integerCoords.y, 2.0) != 0.0 );
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//float black = float( mod(integerCoords.y, 2.0) != 0.0 );
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//FragColor = vec4(pixel_out*black, pixel_alpha);
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FragColor = vec4(pixel_out, pixel_alpha);
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}
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