pcsx2/bin/resources/shaders/vulkan/interlace.glsl

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#ifdef VERTEX_SHADER
layout(location = 0) in vec4 a_pos;
layout(location = 1) in vec2 a_tex;
layout(location = 0) out vec2 v_tex;
void main()
{
gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
v_tex = a_tex;
}
#endif
#ifdef FRAGMENT_SHADER
layout(location = 0) in vec2 v_tex;
layout(location = 0) out vec4 o_col0;
layout(push_constant) uniform cb0
{
vec2 ZrH;
};
layout(set = 0, binding = 0) uniform sampler2D samp0;
#ifdef ps_main0
void ps_main0()
{
o_col0 = texture(samp0, v_tex);
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if ((int(gl_FragCoord.y) & 1) == 0)
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discard;
}
#endif
#ifdef ps_main1
void ps_main1()
{
o_col0 = texture(samp0, v_tex);
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if ((int(gl_FragCoord.y) & 1) != 0)
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discard;
}
#endif
#ifdef ps_main2
void ps_main2()
{
vec4 c0 = texture(samp0, v_tex - ZrH);
vec4 c1 = texture(samp0, v_tex);
vec4 c2 = texture(samp0, v_tex + ZrH);
o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
#endif
#ifdef ps_main3
void ps_main3()
{
o_col0 = texture(samp0, v_tex);
}
#endif
#endif