slang-shaders/crt/shaders/gizmo-crt.slang

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#version 450
/*
* gizmo98 crt shader
* Copyright (C) 2023 gizmo98
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* version 0.40, 29.04.2023
* ---------------------------------------------------------------------------------------
* - fix aspect ratio issue
* - fix screen centering issue
* - use CRT/PI curvator
*
* version 0.35, 29.04.2023
* ---------------------------------------------------------------------------------------
* - initial slang port
* - remove NTSC and INTERLACE effects
*
* version 0.3, 28.04.2023
* ---------------------------------------------------------------------------------------
* - unify shader in one file
* - replace fixed macros and defines with pragmas
* - add BLUR_OFFSET setting. This setting can be used to set the strength of a bad signal
* - add ANAMORPH setting for megadrive and snes
*
* https://github.com/gizmo98/gizmo-crt-shader
*
* This shader tries to mimic a CRT without extensive use of scanlines and rgb pattern emulation.
* It uses horizontal subpixel scaling and adds brightness dependent scanline patterns and allows
* fractional scaling.
*
* HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive
* VERTICAL_BLUR vertical blur simulates N64 vertical blur
* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
* BRIGHTNESS makes scanlines more or less visible
* SHRINK shrink screen in Z direction
*
* uses parts of RetroPie barrel distortation shader
* uses parts of texture anti-aliasing shader https://www.shadertoy.com/view/ldsSRX
* uses gold noise shader https://www.shadertoy.com/view/ltB3zD
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CURVATURE_X;
float CURVATURE_Y;
float BRIGHTNESS;
float HORIZONTAL_BLUR;
float VERTICAL_BLUR;
float BLUR_OFFSET;
float BGR_LCD_PATTERN;
float SHRINK;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter BRIGHTNESS "Scanline Intensity" 0.5 0.05 1.0 0.05
#pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0
#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0
#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05
#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
#pragma parameter SHRINK "Shrink screen" 0.0 0.0 1.0 0.05
#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;
float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
float gold_noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}
vec2 saturateA(in vec2 x)
{
return clamp(x, 0.0, 1.0);
}
vec2 magnify(in vec2 uv, in vec2 res)
{
uv *= res;
return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 textureVertical(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = magnify(uv,texSize.xy);
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
if (params.HORIZONTAL_BLUR == 1.0){
vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
vec2 uv2 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5)) / texSize.xy;
vec4 col1 = texture( Source, uv1 );
vec4 col2 = texture( Source, uv2 );
vec4 col = (col1 + col2) / vec4(2.0);
if (params.VERTICAL_BLUR == 1.0){
vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
vec2 uv4 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
vec4 col3 = texture( Source, uv3 );
vec4 col4 = texture( Source, uv4 );
col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0);
}
return col;
}
else{
uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
return texture( Source, uv );
}
}
vec4 textureCRT(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
return vec4(textureVertical(uvr).r,textureVertical(uvg).g, textureVertical(uvb).b, 255);
}
float GetFuv(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
}
vec2 GetIuv(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv*texSize.xy;
vec2 iuv = floor(uv);
return iuv;
}
vec4 AddNoise(in vec4 col, in vec2 coord){
/* Add some subpixel noise which simulates small CRT color variations */
float iGlobalTime = float(params.FrameCount)*0.025;
return clamp(col + gold_noise(coord,sin(iGlobalTime))/32.0 - 1.0/64.0,0.0,1.0);
}
vec4 AddScanlines(in vec4 col, in vec2 coord){
/* Add scanlines which are wider for dark colors.
You cannot see scanlines if color is bright. */
vec2 texSize = vec2(textureSize(Source, 0));
float brightness = 1.0 / params.BRIGHTNESS * 0.05;
float scale = (params.OutputSize.y / texSize.y) * 0.5;
float dim = brightness * scale;
col.rgb -= dim * (abs(1.5* (1.0 - col.rgb) * abs(abs(GetFuv(coord) - 0.5))));
return col;
}
vec3 XCoords(in float coord, in float factor){
float iGlobalTime = float(params.FrameCount)*0.025;
float spread = 0.333;
vec3 coords = vec3(coord);
if(params.BGR_LCD_PATTERN == 1.0)
coords.r += spread * 2.0;
else
coords.b += spread * 2.0;
coords.g += spread;
coords *= factor;
return coords;
}
float YCoord(in float coord, in float factor){
return coord * factor;
}
vec2 CURVATURE_DISTORTION = vec2(params.CURVATURE_X, params.CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
vec2 Distort(vec2 coord)
{
// coord *= screenScale; // not necessary in slang
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
// coord /= screenScale; // not necessary in slang
}
return coord;
}
void main()
{
vec2 texSize = vec2(textureSize(Source, 0));
vec2 texcoord = vTexCoord.xy;
if (params.SHRINK > 0.0)
{
texcoord.y -= 0.5;
texcoord.y *= 1.0 + params.SHRINK;
texcoord.y += 0.5;
}
texcoord = Distort(texcoord);
if (texcoord.x < 0.0)
{
FragColor = vec4(0.0);
return;
}
vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
vec2 factor = texSize.xy / params.OutputSize.xy ;
highp float yCoord = YCoord(fragCoord.y, factor.y) ;
highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ;
vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ;
vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
FragColor = textureCRT(coord_r,coord_g,coord_b);
FragColor = AddNoise(FragColor, fragCoord);
FragColor = AddScanlines(FragColor, coord_r);
FragColor.a = 1.0;
}