mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-26 18:10:33 +00:00
61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float flip_eye_toggle;
|
|
float green;
|
|
float blue;
|
|
} params;
|
|
|
|
#pragma parameter flip_eye_toggle "Flip Left/Right" 0.0 0.0 1.0 1.0
|
|
bool flip_eye = bool(params.flip_eye_toggle);
|
|
#pragma parameter green "Green" 1.0 0.0 1.0 1.0
|
|
#pragma parameter blue "Blue" 1.0 0.0 1.0 1.0
|
|
|
|
const vec3 rec_709_luma = vec3(0.212, 0.701, 0.087);
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out float oscillator;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
oscillator = float(mod(params.FrameCount, 2.));
|
|
oscillator = (flip_eye) ? oscillator : 1. - oscillator;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float oscillator;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
|
|
|
void main()
|
|
{
|
|
// convert current and previous frames to luma to preserve details
|
|
vec3 curr = texture(Source, vTexCoord).rgb;
|
|
float curr_lum = dot(curr, rec_709_luma);
|
|
vec3 last = texture(OriginalHistory1, vTexCoord).rgb;
|
|
float last_lum = dot(last, rec_709_luma);
|
|
// image for left/right eyes alternate on each frame
|
|
float one_eye = last_lum * oscillator + (curr_lum * (1. - oscillator));
|
|
float other_eye = curr_lum * oscillator + (last_lum * (1. - oscillator));
|
|
// one eye gets the red channel, the other eye goes to green and/or blue, depending on glasses
|
|
vec3 combined = vec3(one_eye, other_eye * params.green, other_eye * params.blue);
|
|
FragColor = vec4(combined, 1.0);
|
|
}
|