slang-shaders/crt/shaders/zfast_crt/zfast_crt_composite.slang

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#version 450
/*
zfast_crt - A very simple CRT shader.
Copyright (C) 2017 Greg Hogan (SoltanGris42)
edited by metallic 77.
ported to slang by gregoricavichioli & hunterk.
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.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat, FLICK,TYPE,Curvature;
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} params;
#pragma parameter Curvature "Curvature" 1.0 0.0 1.0 1.0
#pragma parameter blurx "Convergence X-Axis" 0.85 -1.0 2.0 0.05
#pragma parameter blury "Convergence Y-Axis" -0.10 -1.0 1.0 0.05
#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.4 0.0 1.0 0.05
#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.3 0.0 1.0 0.05
#pragma parameter TYPE "Mask Type" 0.0 0.0 1.0 1.0
#pragma parameter MASK_DARK "Mask Effect Amount" 0.3 0.0 1.0 0.05
#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.7 0.0 1.0 0.05
#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.05
#pragma parameter FLICK "Flicker" 10.0 0.0 50.0 1.0
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#define pi 3.14159
#define blurx params.blurx
#define blury params.blury
#define HIGHSCANAMOUNT1 params.HIGHSCANAMOUNT1
#define HIGHSCANAMOUNT2 params.HIGHSCANAMOUNT2
#define BRIGHTBOOST params.BRIGHTBOOST
#define MASK_DARK params.MASK_DARK
#define MASK_FADE params.MASK_FADE
#define sat params.sat
#define FLICK params.FLICK
#define Curvature params.Curvature
#define TYPE params.TYPE
#define SourceSize params.SourceSize
#define OriginalSize params.OriginalSize
#define OutputSize params.OutputSize
#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy)
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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;
layout(location = 1) out float maskFade;
layout(location = 2) out float omega;
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void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord*1.0001;
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maskFade = 0.3333*MASK_FADE;
omega = 2.0*pi*SourceSize.y;
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float maskFade;
layout(location = 2) in float omega;
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layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define blur_y blury/(SourceSize.y*2.0)
#define blur_x blurx/(SourceSize.x*2.0)
#define iTimer (float(params.FrameCount)*2.0)
#define flicker FLICK/1000.0
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*0.03, 1.0 + (pos.x*pos.x)*0.05);
return pos*0.5 + 0.5;
}
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void main()
{
vec2 pos,corn;
if (Curvature == 1.0)
{
pos = Warp(vTexCoord.xy);
corn = min(pos,vec2(1.0)-pos); // This is used to mask the rounded
corn.x = 0.00001/corn.x; // corners later on
}
else pos = vTexCoord;
float OGL2Pos = pos.y*SourceSize.y;
float cent = floor(OGL2Pos)+0.5;
float ycoord = cent*SourceSize.w;
ycoord = mix(pos.y,ycoord,0.6);
pos = vec2(pos.x,ycoord);
vec3 sample1 = sin(iTimer)*flicker + texture(Source,vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
vec3 sample2 = 0.5*texture(Source,pos).rgb;
vec3 sample3 = sin(iTimer)*flicker + texture(Source,vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
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vec3 colour = vec3 (sample1.r*0.5 + sample2.r,
sample1.g*0.25 + sample2.g + sample3.g*0.25,
sample2.b + sample3.b*0.5);
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vec3 interl = colour;
vec3 lumweight=vec3(0.22,0.71,0.07);
float lumsat = dot(colour,lumweight);
vec3 graycolour = vec3(lumsat);
colour = vec3(mix(graycolour,colour.rgb,sat));
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float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b));
if (OriginalSize.y > 400.0) {
colour ;
}
else {
colour *= SCANAMOUNT * sin(fract(OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
colour *= SCANAMOUNT * sin(fract(1.0-OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
colour *= SCANAMOUNT * sin(fract(1.0+OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
}
float steps; if (TYPE == 0.0) steps = 0.5; else steps = 0.3333;
float whichmask = fract(vTexCoord.x*OutputSize.x*steps);
float mask = 1.0 + float(whichmask < steps) * -MASK_DARK;
colour.rgb = mix(mask*colour, colour, dot(colour.rgb,vec3(maskFade)));
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if (Curvature == 1.0 && corn.y < corn.x || Curvature == 1.0 && corn.x < 0.00001 )
colour = vec3(0.0);
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FragColor.rgb = colour.rgb;
}