mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
79 lines
1.9 KiB
Plaintext
79 lines
1.9 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float BOOST;
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} param;
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#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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 vec2 data_pix_no;
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layout(location = 2) out float data_one;
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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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data_pix_no = vTexCoord * global.SourceSize.xy - vec2(0.0, 0.5);
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data_one = global.SourceSize.w;
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}
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 data_pix_no;
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layout(location = 2) in float data_one;
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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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#define CRT_GEOM_BEAM 1
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vec3 beam(vec3 color, float dist)
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{
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#if CRT_GEOM_BEAM
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vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0));
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vec3 weights = vec3(abs(dist) * 3.333333333);
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return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#else
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float reciprocal_width = 4.0;
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vec3 x = dist * reciprocal_width;
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return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
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#endif
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}
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void main()
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{
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vec2 texel = floor(data_pix_no);
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float phase = data_pix_no.y - texel.y;
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vec2 tex = vec2(texel + 0.5) * global.SourceSize.zw;
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vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb;
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vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb;
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float dist0 = phase;
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float dist1 = 1.0 - phase;
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vec3 scanline = vec3(0.0);
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scanline += beam(top, dist0);
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scanline += beam(bottom, dist1);
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FragColor = vec4(param.BOOST * scanline * 0.869565217391304, 1.0);
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}
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