Added new shaders
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This commit is contained in:
2026-05-05 22:36:52 +10:00
parent 119e49aec1
commit ce5905373a
32 changed files with 882 additions and 78 deletions

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@@ -44,6 +44,13 @@ float noiseHash(float2 p)
return frac(sin(dot(p, float2(127.1, 311.7))) * 43758.5453123);
}
// Gold Noise (c)2015 dcerisano@standard3d.com, adapted for Slang.
float goldNoise(float2 xy, float seed)
{
const float phi = 1.61803398874989484820459;
return frac(tan(distance(xy * phi, xy) * seed) * xy.x);
}
float grainScalar(float2 uv)
{
return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
@@ -63,6 +70,56 @@ float3 animatedChromaGrain(float2 uv, float time, float2 outputResolution, float
return float3(r, g, b) * 2.0 - 1.0;
}
float valueNoise2(float2 p)
{
float2 cell = floor(p);
float2 f = frac(p);
float2 u = f * f * (3.0 - 2.0 * f);
float a = noiseHash(cell);
float b = noiseHash(cell + float2(1.0, 0.0));
float c = noiseHash(cell + float2(0.0, 1.0));
float d = noiseHash(cell + float2(1.0, 1.0));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
float tapeLineNoise(float2 uv, float time, float2 outputResolution)
{
float y = floor(uv.y * outputResolution.y);
float slowLine = valueNoise2(float2(y * 0.021, floor(time * 10.0)));
float fastLine = noiseHash(float2(y * 1.73, floor(time * 59.94)));
float line = (slowLine * 0.7 + fastLine * 0.3) * 2.0 - 1.0;
float band = sin(uv.y * outputResolution.y * 0.42 + time * 36.0);
return line * (0.65 + 0.35 * band);
}
float3 analogStatic(float2 uv, float time, float2 outputResolution)
{
float2 safeResolution = max(outputResolution, float2(1.0, 1.0));
float2 pixel = floor(uv * safeResolution / max(noiseSize, 0.25));
float frame = floor(time * 59.94);
float seed = frac(time);
float2 goldPixel = pixel + float2(0.37, 0.61) + frame;
float snowA = goldNoise(goldPixel, seed + 0.1);
float snowB = goldNoise(goldPixel * float2(0.37, 2.11) + float2(19.0, 41.0), seed + 0.2);
float snowC = goldNoise(goldPixel * float2(1.73, 0.81) + float2(53.0, 7.0), seed + 0.3);
float snow = (snowA * 0.72 + snowB * 0.28) * 2.0 - 1.0;
float lineNoise = tapeLineNoise(uv, time, safeResolution);
float dropoutSeed = goldNoise(float2(floor(uv.y * safeResolution.y * 0.25) + 1.0, frame + 2.0), seed + 0.4);
float dropout = smoothstep(0.965, 1.0, dropoutSeed);
float fleck = smoothstep(0.988, 1.0, snowA) - smoothstep(0.0, 0.012, snowC);
float scan = sin(uv.y * safeResolution.y * 3.14159265);
float scanMask = 0.55 + 0.45 * scan * scan;
float lumaNoise = snow * 0.55 + lineNoise * staticLines * 0.45 + fleck * 0.7 + dropout * lineNoise * 1.2;
return float3(lumaNoise * scanMask, lumaNoise * 0.42, lumaNoise * 0.72);
}
float3 softBloom(float2 uv, float2 outputResolution, float radius)
{
float2 pixel = 1.0 / max(outputResolution, float2(1.0, 1.0));
@@ -164,6 +221,11 @@ float4 shadeVideo(ShaderContext context)
color.rg = lerp(color.rg, float2(color.r, color.g) + speckle.xy * noiseAmount * 0.2 * chunkiness, 0.35);
color.b = lerp(color.b, color.b + speckle.z * noiseAmount * 0.28 * chunkiness, 0.5);
float3 staticNoise = analogStatic(context.uv, context.time, context.outputResolution);
float staticMask = lerp(0.45, 1.15, 1.0 - saturate(luma));
color += staticNoise * staticAmount * staticMask;
color = lerp(color, color + float3(staticNoise.r * 0.22, staticNoise.g * 0.08, -staticNoise.b * 0.08), saturate(staticAmount * 2.0));
float3 grayscale = float3(luma, luma, luma);
color = lerp(color, grayscale, fadeAmount * 0.18);
color = color * (1.0 - fadeAmount * 0.08) + float3(0.055, 0.055, 0.065) * fadeAmount;