#version 450 /* lcd1x-mix shader Modified from lcd1x (Gigaherz/jdgleaver, public domain) to add a GRID_STRENGTH mix parameter, letting the grid effect be blended with the unmodified image at any strength, independent of the BRIGHTEN_SCANLINES/BRIGHTEN_LCD ranges. */ #pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5 #pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1 #pragma parameter GRID_STRENGTH "Grid Effect Strength" 1.0 0.0 1.0 0.05 layout(push_constant) uniform Push { float BRIGHTEN_SCANLINES; float BRIGHTEN_LCD; float GRID_STRENGTH; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } registers; 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; 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; #define PI 3.141592654 void main() { vec2 pixelCoord = vTexCoord * registers.OriginalSize.xy; vec2 angle = 2.0 * PI * (pixelCoord - 0.25); float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0); float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0); vec3 colour = texture(Source, vTexCoord).rgb; vec3 gridded = yfactor * xfactor * colour; colour = mix(colour, gridded, registers.GRID_STRENGTH); FragColor = vec4(colour, 1.0); }