mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
91 lines
2.4 KiB
Plaintext
91 lines
2.4 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
float signalResolution;
|
|
float addNoise;
|
|
float noiseStrength;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
#pragma parameter signalResolution "Signal Resolution" 700.0 20.0 2000.0 10.0
|
|
#pragma parameter addNoise "Add Noise" 0.0 0.0 1.0 1.0
|
|
#pragma parameter noiseStrength "Noise Strength" 0.0 0.0 1.0 0.05
|
|
|
|
//#include "config.h"
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
////////////////////////////////////////////////////////
|
|
// GTU-famicom version 0.50
|
|
// Author: aliaspider - aliaspider@gmail.com
|
|
// License: GPLv3
|
|
////////////////////////////////////////////////////////
|
|
|
|
#define pi 3.14159265358
|
|
#define a(x) abs(x)
|
|
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
|
|
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
|
|
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
|
|
#define X(i) (offset-(i))
|
|
#define S(i) (texture(Source, vec2(vTexCoord.x - X(i)/params.SourceSize.x,vTexCoord.y)).x)
|
|
#define VAL(i) (S(i)*STU(X(i),(params.signalResolution * params.SourceSize.z)))
|
|
|
|
float rand2(vec2 co)
|
|
{
|
|
float c = 43758.5453;
|
|
float dt = dot(co.xy, vec2(12.9898, 78.233));
|
|
float sn = mod(dt, 3.14);
|
|
|
|
return fract(sin(sn) * c);
|
|
}
|
|
|
|
float rand(vec2 co)
|
|
{
|
|
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
|
|
}
|
|
|
|
#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;
|
|
|
|
void main()
|
|
{
|
|
float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.50001);
|
|
float signal = 0.0;
|
|
float range = ceil(0.50001 + params.SourceSize.x / params.signalResolution);
|
|
range = min(range, 255.0);
|
|
|
|
float i;
|
|
for (i = 1 - range; i < 1 + range; i++)
|
|
signal += VAL(i);
|
|
|
|
if (params.addNoise > 0.0)
|
|
{
|
|
vec2 pos = (vTexCoord.xy * params.SourceSize.xy);
|
|
signal -= 0.5;
|
|
signal += (rand(vec2(pos.x * pos.y, params.FrameCount)) - 0.50001) * params.noiseStrength;
|
|
signal += 0.5;
|
|
}
|
|
|
|
FragColor = vec4(signal);
|
|
}
|