Res: Add TV Mode shader

This commit is contained in:
Dominus Iniquitatis 2022-08-20 22:04:41 +03:00 committed by Vicki Pfau
parent a8dcf87e70
commit 25677679df
2 changed files with 69 additions and 0 deletions

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[shader]
name=TV Mode
author=Dominus Iniquitatis
description=Scanlines along with a subtle blurring.
passes=1
[pass.0]
fragmentShader=tv.fs
blend=1
width=-2
height=-2
[pass.0.uniform.lineBrightness]
type=float
readableName=Line brightness
default=0.75
min=0.0
max=1.0
[pass.0.uniform.blurring]
type=float
readableName=Blurring
default=1.0
min=0.0
max=1.0

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/*
TV Mode Shader
Copyright (C) 2022 Dominus Iniquitatis - zerosaiko@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
uniform sampler2D tex;
uniform vec2 texSize;
varying vec2 texCoord;
uniform float lineBrightness;
uniform float blurring;
void main()
{
vec4 c = texture2D(tex, texCoord);
vec4 n = texture2D(tex, texCoord + vec2(1.0 / texSize.x * 0.5, 0.0));
vec4 color = mix(c, (c + n) / 2.0, blurring);
color.a = c.a;
if (int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0)
{
color.rgb *= lineBrightness;
}
gl_FragColor = color;
}