mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-27 02:20:41 +00:00
59 lines
1.4 KiB
Plaintext
59 lines
1.4 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Author: Gigaherz
|
||
|
License: Public domain
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float brighten_scanlines;
|
||
|
float brighten_lcd;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter brighten_scanlines "Brighten Scanlines" 16.0 1.0 32.0 0.5
|
||
|
#define brighten_scanlines params.brighten_scanlines
|
||
|
#pragma parameter brighten_lcd "Brighten LCD" 4.0 1.0 12.0 0.1
|
||
|
#define brighten_lcd params.brighten_lcd
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
vec2 omega = vec2(3.141592654) * vec2(2.0) * params.SourceSize.xy;
|
||
|
const vec3 offsets = vec3(3.141592654) * vec3(1.0/2,1.0/2 - 2.0/3,1.0/2-4.0/3);
|
||
|
|
||
|
#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()
|
||
|
{
|
||
|
vec3 res = texture(Source, vTexCoord).xyz;
|
||
|
|
||
|
vec2 angle = vTexCoord * omega;
|
||
|
|
||
|
float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1);
|
||
|
vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1);
|
||
|
|
||
|
vec3 color = yfactor * xfactors * res;
|
||
|
|
||
|
FragColor = vec4(color.x, color.y, color.z, 1.0);
|
||
|
}
|