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https://gitlab.com/skysthelimit.dev/selenite.git
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107 lines
2.7 KiB
GLSL
107 lines
2.7 KiB
GLSL
// Parameter lines go here:
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#pragma parameter SCANTHICK "Scanline Thickness" 2.0 2.0 4.0 2.0
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#pragma parameter INTENSITY "Scanline Intensity" 0.15 0.0 1.0 0.01
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#pragma parameter BRIGHTBOOST "Luminance Boost" 0.15 0.0 1.0 0.01
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy * 1.00001;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float SCANTHICK;
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uniform COMPAT_PRECISION float INTENSITY;
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uniform COMPAT_PRECISION float BRIGHTBOOST;
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#else
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#define SCANTHICK 2.0
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#define INTENSITY 0.15
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#define BRIGHTBOOST 0.15
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#endif
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void main()
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{
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vec3 texel = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
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vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
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float selectY = mod(TEX0.y * SCANTHICK * TextureSize.y, 2.0);
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float selectHigh = step(1.0, selectY);
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float selectLow = 1.0 - selectHigh;
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vec3 pixelColor = (selectLow * pixelLow) + (selectHigh * pixelHigh);
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FragColor = vec4(pixelColor, 1.0);
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}
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#endif
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