mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
143 lines
4.1 KiB
Plaintext
143 lines
4.1 KiB
Plaintext
#version 450
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// Loose Connection shader
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// by hunterk
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// adapted from drmelon's VHS Distortion shadertoy:
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// https://www.shadertoy.com/view/4dBGzK
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// ryk's VCR Distortion shadertoy:
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// https://www.shadertoy.com/view/ldjGzV
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// and Vladmir Storm's VHS Tape Noise shadertoy:
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// https://www.shadertoy.com/view/MlfSWr
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float magnitude;
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float always_on;
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} params;
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#pragma parameter magnitude "Distortion Magnitude" 0.9 0.0 25.0 0.1
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#pragma parameter always_on "OSD Always On" 0.0 0.0 1.0 1.0
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#define framecount vec2(params.FrameCount, params.FrameCount).x
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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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} global;
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float rand(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(a,b));
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float sn= mod(dt,3.14);
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return fract(sin(sn) * c);
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}
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//random hash
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vec4 hash42(vec2 p){
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vec4 p4 = fract(vec4(p.xyxy) * vec4(443.8975,397.2973, 491.1871, 470.7827));
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p4 += dot(p4.wzxy, p4+19.19);
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return fract(vec4(p4.x * p4.y, p4.x*p4.z, p4.y*p4.w, p4.x*p4.w));
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}
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float hash( float n ){
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return fract(sin(n)*43758.5453123);
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}
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// 3d noise function (iq's)
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float n( in vec3 x ){
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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float res = mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
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mix(mix( hash(n+113.0), hash(n+114.0),f.x),
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mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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return res;
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}
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//tape noise
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float nn(vec2 p){
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float y = p.y;
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float s = mod(framecount * 0.15, 4837.0);
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float v = (n( vec3(y*.01 +s, 1., 1.0) ) + .0)
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*(n( vec3(y*.011+1000.0+s, 1., 1.0) ) + .0)
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*(n( vec3(y*.51+421.0+s, 1., 1.0) ) + .0)
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;
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v*= hash42( vec2(p.x +framecount*0.01, p.y) ).x +.3 ;
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v = pow(v+.3, 1.);
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if(v<.99) v = 0.; //threshold
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return v;
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}
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vec3 distort(sampler2D tex, vec2 uv, float magnitude){
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float mag = params.magnitude * 0.0001;
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vec2 offset_x = vec2(uv.x);
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offset_x.x += rand(vec2(mod(framecount, 9847.0) * 0.03, uv.y * 0.42)) * 0.001 + sin(rand(vec2(mod(framecount, 5583.0) * 0.2, uv.y))) * mag;
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offset_x.y += rand(vec2(mod(framecount, 5583.0) * 0.004, uv.y * 0.002)) * 0.004 + sin(mod(framecount, 9847.0) * 9.0) * mag;
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return vec3(texture(tex, vec2(offset_x.x, uv.y)).r,
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texture(tex, vec2(offset_x.y, uv.y)).g,
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texture(tex, uv).b);
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}
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float onOff(float a, float b, float c)
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{
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return step(c, sin((framecount * 0.001) + a*cos((framecount * 0.001)*b)));
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}
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vec2 jumpy(vec2 uv)
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{
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vec2 look = uv;
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float window = 1./(1.+80.*(look.y-mod(framecount/4.,1.))*(look.y-mod(framecount/4.,1.)));
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look.x += 0.05 * sin(look.y*10. + framecount)/20.*onOff(4.,4.,.3)*(0.5+cos(framecount*20.))*window;
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float vShift = 0.4*onOff(2.,3.,.9)*(sin(framecount)*sin(framecount*20.) +
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(0.5 + 0.1*sin(framecount*200.)*cos(framecount)));
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look.y = mod(look.y - 0.01 * vShift, 1.);
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return look;
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}
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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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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layout(set = 0, binding = 3) uniform sampler2D overlay;
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void main()
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{
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float timer = vec2(params.FrameCount, params.FrameCount).x;
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vec3 res = distort(Source, jumpy(vTexCoord), params.magnitude);
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float col = nn(-vTexCoord * params.SourceSize.y * 4.0);
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vec3 play = distort(overlay, jumpy(vTexCoord), params.magnitude);
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float overlay_alpha = texture(overlay, jumpy(vTexCoord)).a;
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float show_overlay = (mod(timer, 100.0) < 50.0) && (timer < 500.0) ? texture(overlay, jumpy(vTexCoord)).a : 0.0;
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show_overlay = clamp(show_overlay + params.always_on * overlay_alpha, 0.0, 1.0);
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res = mix(res, play, show_overlay);
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FragColor = vec4(res + clamp(vec3(col), 0.0, 0.5), 1.0);
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} |