Example shaders
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27
shaders/data-mosh/shader.slang
Normal file
27
shaders/data-mosh/shader.slang
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float hash21(float2 p)
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{
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return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453123);
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 blocks = max(blockCount, float2(1.0, 1.0));
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float2 blockId = floor(context.uv * blocks);
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float n = hash21(blockId + floor(context.time * 8.0));
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float historyFrame = floor(lerp(1.0, 7.0, n));
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float rowNoise = hash21(float2(floor(context.uv.y * blocks.y), floor(context.time * 5.0)));
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float tear = (rowNoise * 2.0 - 1.0) * tearAmount * amount * 0.08;
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float2 offset = float2(tear, (hash21(blockId + 19.0) * 2.0 - 1.0) * amount * 0.025);
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float2 moshedUv = clamp(context.uv + offset, 0.0, 1.0);
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float4 previous = sampleTemporalHistory(int(historyFrame), moshedUv);
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float2 chromaOffset = float2(chromaShift / max(context.outputResolution.x, 1.0), 0.0) * amount;
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float r = sampleVideo(clamp(context.uv + chromaOffset, 0.0, 1.0)).r;
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float b = sampleVideo(clamp(context.uv - chromaOffset, 0.0, 1.0)).b;
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float3 current = float3(r, context.sourceColor.g, b);
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float blockMask = step(0.35, n) * amount;
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float3 color = lerp(current, previous.rgb, blockMask);
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return float4(saturate(color), context.sourceColor.a);
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}
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