mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
95 lines
3.1 KiB
Plaintext
95 lines
3.1 KiB
Plaintext
#version 450
|
|
|
|
// VHS Rewind Effect
|
|
// adapter from VHS Pause Effect shadertoy by caaaaaaarter
|
|
// https://www.shadertoy.com/view/4lB3Dc
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
int FrameDirection;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#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;
|
|
layout(set = 0, binding = 3) uniform sampler2D rew;
|
|
|
|
#define iTime float(params.FrameCount)
|
|
|
|
float rand(vec2 co)
|
|
{
|
|
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
|
}
|
|
|
|
float onOff(float a, float b, float c, float framecount)
|
|
{
|
|
return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
|
|
}
|
|
|
|
vec2 jumpy(vec2 uv, float framecount)
|
|
{
|
|
vec2 look = uv;
|
|
float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
|
|
look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3, framecount)*(0.5+cos(framecount*20.))*window;
|
|
float vShift = 0.4*onOff(2.,3.,.9, framecount)*(sin(framecount)*sin(framecount*20.) +
|
|
(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
|
|
look.y = mod(look.y - 0.01 * vShift, 1.);
|
|
return look;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec4 texColor = texture(Source, vTexCoord);
|
|
if (float(params.FrameDirection) < 0.0)
|
|
{
|
|
vec2 uv = vTexCoord.xy;
|
|
uv.x -= sin(0.0006 * mod(iTime, 11.0)) * cos(mod(iTime, 17.0) * -uv.y);
|
|
texColor = texture(Source, jumpy(uv, iTime));
|
|
vec4 rew_osd = texture(rew, jumpy(vTexCoord, iTime));
|
|
rew_osd.a = ((mod(iTime, 100.0) < 50.0)) ? rew_osd.a : 0.0;
|
|
texColor = mix(texColor, rew_osd, rew_osd.a);
|
|
// get position to sample
|
|
vec2 samplePosition = uv.xy - vec2(0.0, 0.45);
|
|
float whiteNoise;
|
|
|
|
// Jitter each line left and right
|
|
samplePosition.x += (rand(vec2(iTime,vTexCoord.y))+0.5);
|
|
// Jitter the whole picture up and down
|
|
samplePosition.y = samplePosition.y+(rand(vec2(iTime))-0.5)/32.0;
|
|
// Slightly add color noise to each line
|
|
texColor = texColor + (vec4(-0.5)+vec4(rand(vec2(vTexCoord.y,iTime)),rand(vec2(vTexCoord.y,iTime+1.0)),rand(vec2(vTexCoord.y,iTime+2.0)),0))*0.1;
|
|
|
|
// Either sample the texture, or just make the pixel white (to get the staticy-bit at the bottom)
|
|
whiteNoise = rand(vec2(floor(samplePosition.y*160.0),floor(samplePosition.x*cos(iTime)))+vec2(iTime,0.));
|
|
if ((whiteNoise > 11.5-30.0*samplePosition.y || whiteNoise < 1.5-5.0*samplePosition.y) &&
|
|
(whiteNoise > 11.5-30.0*(samplePosition.y + 0.5) || whiteNoise < 1.5-5.0*(samplePosition.y + 0.4))) {
|
|
// Sample the texture.
|
|
samplePosition.y = 1.0-samplePosition.y; //Fix for upside-down texture
|
|
} else {
|
|
// Use white. (I'm adding here so the color noise still applies)
|
|
texColor += vec4(0.5 + rand(samplePosition));
|
|
}
|
|
}
|
|
FragColor = texColor;
|
|
} |