slang-shaders/scanlines/shaders/scanlines-sine-abs.slang

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#version 450
/*
Scanlines Sine Absolute Value
An ultra light scanline shader
by RiskyJumps
license: public domain
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float amp;
float phase;
float lines_black;
float lines_white;
} params;
#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
#pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05
#pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05
#pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define freq 0.500000
#define offset 0.000000
#define pi 3.141592654
#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 float angle;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float omega = 2.0 * pi * freq; // Angular frequency
angle = vTexCoord.y * omega * params.SourceSize.y + params.phase;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float angle;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 color = texture(Source, vTexCoord).xyz;
float grid;
float lines;
lines = sin(angle);
lines *= params.amp;
lines += offset;
lines = abs(lines);
lines *= params.lines_white - params.lines_black;
lines += params.lines_black;
color *= lines;
FragColor = vec4(color.xyz, 1.0);
}