slang-shaders/crt/shaders/dotmask.slang

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#version 450
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/*
Dot Mask
Authors: cgwg, Timothy Lottes, torridgristle
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License: GPL
Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes plus torridgristle's mask.
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*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
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float DOTMASK_STRENGTH;
float maskDark;
float maskLight;
float shadowMask;
} global;
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#pragma parameter shadowMask "Mask Style" 3.0 0.0 5.0 1.0
#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
// Lottes' public domain mask code
// Shadow mask.
vec3 Mask(vec2 pos){
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vec3 mask=vec3(global.maskDark,global.maskDark,global.maskDark);
// Very compressed TV style shadow mask.
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if (global.shadowMask == 1.0) {
float line=global.maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=global.maskDark;
pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=global.maskLight;
else if(pos.x<0.666)mask.g=global.maskLight;
else mask.b=global.maskLight;
mask*=line;
}
// Aperture-grille.
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else if (global.shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=global.maskLight;
else if(pos.x<0.666)mask.g=global.maskLight;
else mask.b=global.maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
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else if (global.shadowMask == 3.0) {
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=global.maskLight;
else if(pos.x<0.666)mask.g=global.maskLight;
else mask.b=global.maskLight;
}
// VGA style shadow mask.
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else if (global.shadowMask == 4.0) {
pos.xy=floor(pos.xy*vec2(1.0,0.5));
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=global.maskLight;
else if(pos.x<0.666)mask.g=global.maskLight;
else mask.b=global.maskLight;
}
return mask;
}
// torridgristle's shadowmask code
const float Pi = 3.1415926536;
vec3 SinPhosphor(vec3 image)
{
float MaskR = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskG = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskB = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
vec3 Mask = vec3(MaskR,MaskG,MaskB);
Mask = min(Mask*2.0,1.0);
return vec3(Mask * image);
}
// cgwg's aperture grille
vec3 cgwg_mask(vec3 image)
{
float mask = 1.0 - global.DOTMASK_STRENGTH;
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
vec3(mask, 1.0, mask),
floor(mod(mod_factor, 2.0)));
return image * dotMaskWeights;
}
void main()
{
vec3 res = texture(Source, vTexCoord).rgb;
if (global.shadowMask == 0.0)
{
res = cgwg_mask(res);
FragColor = vec4(res, 1.0);
return;
}
else if (global.shadowMask == 5.0)
{
res *= SinPhosphor(res);
}
else
{
// Lottes mask needs linear gamma
res = pow(res, vec3(2.2));
res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
}
FragColor = vec4(pow(res, vec3(1.0/2.2)), 1.0);
}