slang-shaders/crt/shaders/crt-potato/shader-files/crt-potato.slang
2018-01-09 11:20:52 -06:00

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// Copyright (C) 2017 - Brad Parker //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define video_scale floor(params.OutputSize.y * params.SourceSize.w)
// Size of the scaled video
//#define scaled_video_out (params.SourceSize.xy * vec2(video_scale))
//it's... half a pixel
#define half_pixel (vec2(0.5) * params.OutputSize.zw)
#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 vec2 dot_size;
layout(location = 2) out vec2 one_texel;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 scaled_video_out = (params.SourceSize.xy * vec2(video_scale));
dot_size = params.SourceSize.zw;
one_texel = 1.0 / (params.SourceSize.xy * video_scale);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 dot_size;
layout(location = 2) in vec2 one_texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D MASK;
#define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001))
#define curr_rgb texture(Source, vTexCoord)
#define mask_rgb texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize))
void main()
{
FragColor = mask_rgb * curr_rgb;
}