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https://github.com/libretro/slang-shaders.git
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56 lines
1.6 KiB
Plaintext
56 lines
1.6 KiB
Plaintext
#version 450
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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 SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_B;
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} params;
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
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#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
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#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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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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#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 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 = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
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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 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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vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
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vec3 res = texture(Source, vTexCoord).xyz;
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vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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