mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
88 lines
2.3 KiB
Plaintext
88 lines
2.3 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Resolution-Independent Scanlines
|
|
based on
|
|
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;
|
|
float mask, mask_weight, imageSize, autoscale;
|
|
} 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
|
|
|
|
#pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0
|
|
#pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01
|
|
#pragma parameter imageSize "Simulated Image Height" 224.0 144.0 288.0 1.0
|
|
#pragma parameter autoscale "Automatic Scale" 0.0 0.0 1.0 1.0
|
|
|
|
#define freq 0.500000
|
|
#define offset 0.000000
|
|
#define pi 3.141592654
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define pi 3.141592654
|
|
#include "../../include/subpixel_masks.h"
|
|
|
|
#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 omega;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
omega = 2.0 * pi * freq; // Angular frequency
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float omega;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
float scale = params.imageSize; if (params.autoscale == 1.0) scale = params.OriginalSize.y;
|
|
float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * scale + params.phase;
|
|
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);
|
|
FragColor.rgb *= mask_weights(gl_FragCoord.xy, params.mask_weight, int(params.mask));
|
|
}
|
|
|