slang-shaders/crt/shaders/newpixie/newpixie-crt.slang

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#version 450
// newpixie CRT
// by Mattias Gustavsson
// adapted for slang by hunterk
/*
------------------------------------------------------------------------------
This software is available under 2 licenses - you may choose the one you like.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2016 Mattias Gustavsson
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
float use_frame;
float curvature;
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float wiggle_toggle;
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} params;
#pragma parameter use_frame "Use Frame Image" 0.0 0.0 1.0 1.0
#define use_frame params.use_frame
#pragma parameter curvature "Curvature" 2.0 0.0001 4.0 0.25
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#pragma parameter wiggle_toggle "Interference" 0.0 0.0 1.0 1.0
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#define gl_FragCoord (vTexCoord.xy * params.OutputSize.xy)
#define backbuffer accum1
#define blurbuffer blur2
#define frametexture frametexture
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
vec4 modpos = vec4(Position.x, 1.-Position.y, Position.z, Position.w);
gl_Position = global.MVP * modpos;
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;
layout(set = 0, binding = 3) uniform sampler2D accum1;
layout(set = 0, binding = 4) uniform sampler2D blur2;
layout(set = 0, binding = 5) uniform sampler2D frametexture;
vec3 tsample( sampler2D samp, vec2 tc, float offs, vec2 resolution )
{
tc = tc * vec2(1.025, 0.92) + vec2(-0.0125, 0.04);
vec3 s = pow( abs( texture( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );
return s*vec3(1.25);
}
vec3 filmic( vec3 LinearColor )
{
vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));
return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);
}
vec2 curve( vec2 uv )
{
uv = (uv - 0.5);// * 2.0;
// uv.x *= 0.75;
uv *= vec2(0.925, 1.095);
uv *= params.curvature;
uv.x *= 1.0 + pow((abs(uv.y) / 4.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 3.0), 2.0);
uv /= params.curvature;
uv += 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
#define resolution params.OutputSize.xy
void main()
{
// stop time variable so the screen doesn't wiggle
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float time = mod(params.FrameCount, 849.0) *36.;
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vec2 uv = vTexCoord.xy;
/* Curve */
vec2 curved_uv = mix( curve( uv ), uv, 0.4 );
float scale = -0.101;
vec2 scuv = curved_uv*(1.0-scale)+scale/2.0+vec2(0.003, -0.001);
uv = scuv;
/* Main color, Bleed */
vec3 col;
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float x = params.wiggle_toggle* sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;
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float o =sin(gl_FragCoord.y*1.5)/resolution.x;
x+=o*0.25;
// make time do something again
time = float(mod(params.FrameCount, 640) * 1);
col.r = tsample(backbuffer,vec2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02;
col.g = tsample(backbuffer,vec2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02;
col.b = tsample(backbuffer,vec2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02;
float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 );
i = pow( 1.0 - pow(i,2.0), 1.0 );
i = (1.0-i) * 0.85 + 0.15;
/* Ghosting */
float ghs = 0.15;
vec3 r = tsample(blurbuffer, vec2(x-0.014*1.0, -0.027)*0.85+0.007*vec2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time),
0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+vec2(scuv.x+0.001,scuv.y+0.001),
5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*vec3(0.5,0.25,0.25);
vec3 g = tsample(blurbuffer, vec2(x-0.019*1.0, -0.020)*0.85+0.007*vec2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time),
0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+vec2(scuv.x+0.000,scuv.y-0.002),
5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*vec3(0.25,0.5,0.25);
vec3 b = tsample(blurbuffer, vec2(x-0.017*1.0, -0.003)*0.85+0.007*vec2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time),
0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+vec2(scuv.x-0.002,scuv.y+0.000),
5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*vec3(0.25,0.25,0.5);
col += vec3(ghs*(1.0-0.299))*pow(clamp(vec3(3.0)*r,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
col += vec3(ghs*(1.0-0.587))*pow(clamp(vec3(3.0)*g,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
col += vec3(ghs*(1.0-0.114))*pow(clamp(vec3(3.0)*b,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
/* Level adjustment (curves) */
col *= vec3(0.95,1.05,0.95);
col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,vec3(0.0),vec3(10.0));
/* Vignette */
float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));
vig = 1.3*pow(vig,0.5);
col *= vig;
/* Scanlines */
float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0);
float s = pow(scans,0.9);
col = col * vec3(s);
/* Vertical lines (shadow mask) */
col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));
/* Tone map */
col = filmic( col );
/* Noise */
/*vec2 seed = floor(curved_uv*resolution.xy*vec2(0.5))/resolution.xy;*/
vec2 seed = curved_uv*resolution.xy;;
/* seed = curved_uv; */
col -= 0.015*pow(vec3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), vec3(1.5) );
/* Flicker */
col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));
/* Clamp */
// if (curved_uv.x < 0.0 || curved_uv.x > 1.0)
// col *= 0.0;
// if (curved_uv.y < 0.0 || curved_uv.y > 1.0)
// col *= 0.0;
uv = curved_uv;
/* Frame */
vec2 fscale = vec2( 0.026, -0.018);//vec2( -0.018, -0.013 );
uv = vec2(uv.x, 1.-uv.y);
vec4 f=texture(frametexture,uv*((1.0)+2.0*fscale)-fscale-vec2(-0.0, 0.005));
f.xyz = mix( f.xyz, vec3(0.5,0.5,0.5), 0.5 );
float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 );
col = mix( col, mix( max( col, 0.0), pow( abs( f.xyz ), vec3( 1.4 ) ) * fvig, f.w * f.w), vec3( use_frame ) );
FragColor = vec4( col, 1.0 );
}