mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
102 lines
2.3 KiB
Plaintext
102 lines
2.3 KiB
Plaintext
#version 450
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} global;
|
|
|
|
#define DOTMASK_STRENGTH 0.3
|
|
#define maskDark 0.5
|
|
#define maskLight 1.5
|
|
#define shadowMask 0.0
|
|
|
|
#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
|
|
|
|
#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;
|
|
|
|
// Shadow mask.
|
|
vec3 Mask(vec2 pos){
|
|
vec3 mask=vec3(maskDark,maskDark,maskDark);
|
|
|
|
// Very compressed TV style shadow mask.
|
|
if (shadowMask == 1.0) {
|
|
float line=maskLight;
|
|
float odd=0.0;
|
|
if(fract(pos.x/6.0)<0.5)odd=1.0;
|
|
if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
|
|
pos.x=fract(pos.x/3.0);
|
|
|
|
if(pos.x<0.333)mask.r=maskLight;
|
|
else if(pos.x<0.666)mask.g=maskLight;
|
|
else mask.b=maskLight;
|
|
mask*=line;
|
|
}
|
|
|
|
// Aperture-grille.
|
|
else if (shadowMask == 2.0) {
|
|
pos.x=fract(pos.x/3.0);
|
|
|
|
if(pos.x<0.333)mask.r=maskLight;
|
|
else if(pos.x<0.666)mask.g=maskLight;
|
|
else mask.b=maskLight;
|
|
}
|
|
|
|
// Stretched VGA style shadow mask (same as prior shaders).
|
|
else if (shadowMask == 3.0) {
|
|
pos.x+=pos.y*3.0;
|
|
pos.x=fract(pos.x/6.0);
|
|
|
|
if(pos.x<0.333)mask.r=maskLight;
|
|
else if(pos.x<0.666)mask.g=maskLight;
|
|
else mask.b=maskLight;
|
|
}
|
|
|
|
// VGA style shadow mask.
|
|
else if (shadowMask == 4.0) {
|
|
pos.xy=floor(pos.xy*vec2(1.0,0.5));
|
|
pos.x+=pos.y*3.0;
|
|
pos.x=fract(pos.x/6.0);
|
|
|
|
if(pos.x<0.333)mask.r=maskLight;
|
|
else if(pos.x<0.666)mask.g=maskLight;
|
|
else mask.b=maskLight;
|
|
}
|
|
|
|
return mask;}
|
|
|
|
void main()
|
|
{
|
|
vec3 res = texture(Source, vTexCoord).rgb;
|
|
|
|
float mask = 1.0 - DOTMASK_STRENGTH;
|
|
|
|
//cgwg's dotmask emulation:
|
|
//Output pixels are alternately tinted green and magenta
|
|
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
|
|
vec3(mask, 1.0, mask),
|
|
floor(mod(mod_factor, 2.0)));
|
|
if (shadowMask == 0) {
|
|
res *= dotMaskWeights;
|
|
}
|
|
else {
|
|
res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
|
|
}
|
|
FragColor = vec4(res, 1.0);
|
|
} |