mirror of
https://github.com/libretro/slang-shaders.git
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69 lines
1.8 KiB
Plaintext
69 lines
1.8 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float NTSC_CRT_GAMMA;
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float NTSC_DISPLAY_GAMMA;
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} registers;
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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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#pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1
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#pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1
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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 vec2 one;
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layout(location = 2) out vec2 pix_no;
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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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pix_no = TexCoord * registers.SourceSize.xy;
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one = 1.0 / registers.SourceSize.xy;
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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 vec2 one;
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layout(location = 2) in vec2 pix_no;
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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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#define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(registers.NTSC_CRT_GAMMA))
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void main()
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{
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vec3 frame0 = TEX(-2.0);
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vec3 frame1 = TEX(-1.0);
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vec3 frame2 = TEX(0.0);
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vec3 frame3 = TEX(1.0);
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vec3 frame4 = TEX(2.0);
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float offset_dist = fract(pix_no.y) - 0.5;
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float dist0 = 2.0 + offset_dist;
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float dist1 = 1.0 + offset_dist;
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float dist2 = 0.0 + offset_dist;
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float dist3 = -1.0 + offset_dist;
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float dist4 = -2.0 + offset_dist;
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vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
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scanline += frame1 * exp(-5.0 * dist1 * dist1);
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scanline += frame2 * exp(-5.0 * dist2 * dist2);
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / registers.NTSC_DISPLAY_GAMMA)), 1.0);
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}
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