Duckstation/data/resources/shaders/reshade/Shaders/scanlines-abs.fx

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/*
Scanlines Sine Absolute Value
An ultra light scanline shader
by RiskyJumps
license: public domain
*/
#include "ReShade.fxh"
uniform float texture_sizeY <
ui_type = "drag";
ui_min = 1.0;
ui_max = BUFFER_HEIGHT;
ui_label = "Scanlines Height [Scanlines-Absolute]";
> = 240.0;
uniform float amp <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.05;
ui_label = "Amplitude [Scanlines-Absolute]";
> = 1.25;
uniform float phase <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.05;
ui_label = "Phase [Scanlines-Absolute]";
> = 0.0;
uniform float lines_black <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.05;
ui_label = "Lines Blacks [Scanlines-Absolute]";
> = 0.0;
uniform float lines_white <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.05;
ui_label = "Lines Whites [Scanlines-Absolute]";
> = 1.0;
#define freq 0.500000
#define offset 0.000000
#define pi 3.141592654
float4 PS_ScanlinesAbs(float4 pos : SV_POSITION, float2 tex : TEXCOORD0) : SV_TARGET
{
float3 color = tex2D(ReShade::BackBuffer, tex).xyz;
float grid;
float lines;
float omega = 2.0 * pi * freq; // Angular frequency
float angle = tex.y * omega * texture_sizeY + phase;
lines = sin(angle);
lines *= amp;
lines += offset;
lines = abs(lines) * (lines_white - lines_black) + lines_black;
color *= lines;
return color.xyzz;
}
technique ScanlinesAbs {
pass ScanlinesAbsolute{
VertexShader = PostProcessVS;
PixelShader = PS_ScanlinesAbs;
}
}