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https://github.com/italicsjenga/slang-shaders.git
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112 lines
5.8 KiB
Plaintext
112 lines
5.8 KiB
Plaintext
#version 450
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///////////////////////////////////////////////////////////////////////////
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// //
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// LCD Shader v0.0.1 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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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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float LCD_to_input_ratio, bg_tint_r, bg_tint_g, bg_tint_b;
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} params;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//config //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma parameter LCD_to_input_ratio "LCD to Input Ratio" 0.9 0.0 1.0 0.01
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//the ratio of blending between the LCD pixels and the input image, higher values result in stronger LCD magenta/yellow/cyan bands - [0, 1]
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#pragma parameter bg_tint_r "LCD Background Tint (Red)" 0.0 0.0 1.0 0.01
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#pragma parameter bg_tint_g "LCD Background Tint (Green)" 0.0 0.0 1.0 0.01
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#pragma parameter bg_tint_b "LCD Background Tint (Blue)" 0.0 0.0 1.0 0.01
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#define LCD_to_input_ratio params.LCD_to_input_ratio
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#define bg_tint_r params.bg_tint_r
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#define bg_tint_g params.bg_tint_g
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#define bg_tint_b params.bg_tint_b
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vec3 bg_tint = vec3(bg_tint_r, bg_tint_g, bg_tint_b); //color to tint the background image in RGB format - each color component ranges from 0.0 (none) to 1.0 (fully saturated)
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#define saturate(c) clamp(c, 0., 1.)
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#define is_border_texel bool(out_color.a == 0.0)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec2 vTexCoord;
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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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layout(set = 0, binding = 3) uniform sampler2D PASS1;
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layout(set = 0, binding = 4) uniform sampler2D BACKGROUND;
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void main()
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{
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//sample all relevant textures
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vec4 lcd_color = texture(Source, vTexCoord); //color darkened pixels from the previous pass
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vec4 input_color = texture(PASS1, vTexCoord); //scaled input video with vertical lines from first pass
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vec4 bg_color = texture(BACKGROUND, vTexCoord); //background image
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//overlay the LCD image onto the input image to brighten the output and dampen the LCD cell colors
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vec4 out_color = vec4( (lcd_color.rgb * LCD_to_input_ratio) + (input_color.rgb * (1.0 - LCD_to_input_ratio)), input_color.a);
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//tint the background image and apply it to the output color if the current fragment is located in the border region
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bg_color.rgb = saturate( vec3( //allows for highlights, bg_color = bg_tint when the background image color is 0.5 gray
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bg_tint.r + mix(-1.0, 1.0, bg_color.r),
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bg_tint.g + mix(-1.0, 1.0, bg_color.g),
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bg_tint.b + mix(-1.0, 1.0, bg_color.b) ) );
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out_color.rgb = (bg_color.rgb * float(is_border_texel)) + (out_color.rgb * float(!is_border_texel));
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FragColor = out_color;
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}
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