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https://github.com/italicsjenga/slang-shaders.git
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88 lines
2.3 KiB
Plaintext
88 lines
2.3 KiB
Plaintext
#version 450
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/*
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Resolution-Independent Scanlines
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based on
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Scanlines Sine Absolute Value
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An ultra light scanline shader
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by RiskyJumps
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license: public domain
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*/
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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 amp;
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float phase;
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float lines_black;
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float lines_white;
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float mask, mask_weight, imageSize, autoscale;
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} params;
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#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
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#pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05
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#pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05
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#pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05
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#pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0
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#pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01
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#pragma parameter imageSize "Simulated Image Height" 224.0 144.0 288.0 1.0
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#pragma parameter autoscale "Automatic Scale" 0.0 0.0 1.0 1.0
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#define freq 0.500000
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#define offset 0.000000
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#define pi 3.141592654
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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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#define pi 3.141592654
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#include "../../include/subpixel_masks.h"
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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 float omega;
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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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omega = 2.0 * pi * freq; // Angular frequency
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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 = 1) in float omega;
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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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void main()
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{
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float scale = params.imageSize; if (params.autoscale == 1.0) scale = params.OriginalSize.y;
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float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * scale + params.phase;
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vec3 color = texture(Source, vTexCoord).xyz;
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float grid;
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float lines;
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lines = sin(angle);
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lines *= params.amp;
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lines += offset;
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lines = abs(lines);
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lines *= params.lines_white - params.lines_black;
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lines += params.lines_black;
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color *= lines;
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FragColor = vec4(color.xyz, 1.0);
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FragColor.rgb *= mask_weights(gl_FragCoord.xy, params.mask_weight, int(params.mask));
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}
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