slang-shaders/crt/shaders/metacrt/Image.slang

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2019-12-20 09:38:17 +11:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#define vFragCoord vTexCoord.xy * params.OutputSize.xy
#define iResolution params.OutputSize.xy
#define iTime params.FrameCount / 60.0
#define iChannel0 Source
#define iChannel1 cubeMap
#define iChannel2 table
#define iMouse vec3(0.0)
#define vFragColor FragColor
#define fragColor FragColor
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()
{
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;
layout(set = 0, binding = 3) uniform sampler2D cubeMap;
layout(set = 0, binding = 4) uniform sampler2D table;
// Meta CRT - @P_Malin
// https://www.shadertoy.com/view/4dlyWX#
// In which I add and remove aliasing
// Uncomment different defines in Buf B to run different shaders on TV
// Postprocessing Pass
// Motion blur, Depth of Field, Vignetting & Tonemap
#define ENABLE_DOF
#define ENABLE_MOTION_BLUR
///////////////////////////
// Hash Functions
///////////////////////////
// From: Hash without Sine by Dave Hoskins
// https://www.shadertoy.com/view/4djSRW
// *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions.
//#define HASHSCALE1 .1031
//#define HASHSCALE3 vec3(.1031, .1030, .0973)
//#define HASHSCALE4 vec4(1031, .1030, .0973, .1099)
// For smaller input rangers like audio tick or 0-1 UVs use these...
#define HASHSCALE1 443.8975
#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
#define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129)
//----------------------------------------------------------------------------------------
// 2 out, 1 in...
vec2 hash21(float p)
{
vec3 p3 = fract(vec3(p) * HASHSCALE3);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.xx+p3.yz)*p3.zy);
}
/// 2 out, 3 in...
vec2 hash23(vec3 p3)
{
p3 = fract(p3 * HASHSCALE3);
p3 += dot(p3, p3.yzx+19.19);
return fract((p3.xx+p3.yz)*p3.zy);
}
// 1 out, 3 in...
float hash13(vec3 p3)
{
p3 = fract(p3 * HASHSCALE1);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
///////////////////////////
// Data Storage
///////////////////////////
vec4 LoadVec4( sampler2D tex, in ivec2 vAddr )
{
return texelFetch( tex, vAddr, 0 );
}
vec3 LoadVec3( sampler2D tex, in ivec2 vAddr )
{
return LoadVec4( tex, vAddr ).xyz;
}
bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); }
void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord )
{
fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor;
}
void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord )
{
StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord);
}
///////////////////////////
// Camera
///////////////////////////
struct CameraState
{
vec3 vPos;
vec3 vTarget;
float fFov;
vec2 vJitter;
float fPlaneInFocus;
};
void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr )
{
vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) );
cam.vPos = vPos.xyz;
vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) );
cam.vTarget = targetFov.xyz;
cam.fFov = targetFov.w;
vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) );
cam.vJitter = jitterDof.xy;
cam.fPlaneInFocus = jitterDof.z;
}
void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord )
{
StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord );
StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord );
StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord );
}
mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState )
{
vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos );
vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) );
vec3 vUp = normalize( cross(vForward, vRight) );
return mat3( vRight, vUp, vForward );
}
vec2 Cam_GetViewCoordFromUV( const in vec2 vUV )
{
vec2 vWindow = vUV * 2.0 - 1.0;
vWindow.x *= iResolution.x / iResolution.y;
return vWindow;
}
void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir )
{
vec2 vView = Cam_GetViewCoordFromUV( vUV );
vRayOrigin = cam.vPos;
float fPerspDist = 1.0 / tan( radians( cam.fFov ) );
vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) );
}
vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow )
{
vec2 vScaledWindow = vWindow;
vScaledWindow.x *= iResolution.y / iResolution.x;
return (vScaledWindow * 0.5 + 0.5);
}
vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState )
{
vec3 vOffset = vWorldPos - cameraState.vPos;
vec3 vCameraLocal;
vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState );
vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) ));
return vWindowPos;
}
float EncodeDepthAndObject( float depth, int objectId )
{
//depth = max( 0.0, depth );
//objectId = max( 0, objectId + 1 );
//return exp2(-depth) + float(objectId);
return depth;
}
float DecodeDepthAndObjectId( float value, out int objectId )
{
objectId = 0;
return max(0.0, value);
//objectId = int( floor( value ) ) - 1;
//return abs( -log2(fract(value)) );
}
///////////////////////////////
vec3 Tonemap( vec3 x )
{
#if 0
vec3 luminanceCoeffsBT709 = vec3( 0.2126f, 0.7152f, 0.0722f );
float f = dot( x, luminanceCoeffsBT709 );
x /= f;
f = 1.0f - exp(-f);
x *= f;
x = mix( x, vec3(f), f*f );
return x;
#else
float a = 0.010;
float b = 0.132;
float c = 0.010;
float d = 0.163;
float e = 0.101;
return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e );
#endif
}
float GetVignetting( const in vec2 vUV, float fScale, float fPower, float fStrength )
{
vec2 vOffset = (vUV - 0.5) * sqrt(2.0) * fScale;
float fDist = max( 0.0, 1.0 - length( vOffset ) );
float fShade = 1.0 - pow( fDist, fPower );
fShade = 1.0 - fShade * fStrength;
return fShade;
}
float GetCoC( float fDistance, float fPlaneInFocus )
{
#ifdef ENABLE_DOF
// http://http.developer.nvidia.com/GPUGems/gpugems_ch23.html
float fAperture = min(1.0, fPlaneInFocus * fPlaneInFocus * 0.5);
float fFocalLength = 0.03;
return abs(fAperture * (fFocalLength * (fDistance - fPlaneInFocus)) /
(fDistance * (fPlaneInFocus - fFocalLength)));
#else
return 0.0f;
#endif
}
// Depth of field pass
#define BLUR_TAPS 64
float fGolden = 3.141592 * (3.0 - sqrt(5.0));
#define MOD2 vec2(4.438975,3.972973)
float Hash( float p )
{
// https://www.shadertoy.com/view/4djSRW - Dave Hoskins
vec2 p2 = fract(vec2(p) * MOD2);
p2 += dot(p2.yx, p2.xy+19.19);
return fract(p2.x * p2.y);
}
void main()
{
vec2 fragCoord = vTexCoord.xy * params.OutputSize.xy;
CameraState camCurr;
Cam_LoadState( camCurr, iChannel0, ivec2(0) );
CameraState camPrev;
Cam_LoadState( camPrev, iChannel0, ivec2(3,0) );
vec2 vUV = fragCoord.xy / iResolution.xy;
//vUV -= camCurr.vJitter / iResolution.xy; // TAA has removed jitter
vec4 vSample = texelFetch( iChannel0, ivec2(fragCoord.xy), 0 ).rgba;
int iObjectId;
float fDepth = DecodeDepthAndObjectId( vSample.w, iObjectId );
vec3 vRayOrigin, vRayDir;
Cam_GetCameraRay( vUV, camCurr, vRayOrigin, vRayDir );
vec3 vWorldPos = vRayOrigin + vRayDir * fDepth;
vec2 vPrevUV = Cam_GetUVFromWindowCoord( Cam_WorldToWindowCoord(vWorldPos, camPrev) );// - camPrev.vJitter / iResolution.xy;
vec3 vResult = vec3(0.0);
float fTot = 0.0;
float fPlaneInFocus = camCurr.fPlaneInFocus;
float fCoC = GetCoC( fDepth, camCurr.fPlaneInFocus );
float r = 1.0;
vec2 vangle = vec2(0.0,fCoC); // Start angle
float fWeight = max( 0.001, fCoC );
vResult.rgb = vSample.rgb * fWeight;
fTot += fWeight;
#if defined(ENABLE_DOF) || defined(ENABLE_MOTION_BLUR)
float fMotionBlurTaps = float(BLUR_TAPS);
float fShutterAngle = 0.5;
float f = 0.0;
float fIndex = 0.0;
for(int i=1; i<BLUR_TAPS; i++)
{
float fRandomT = Hash( iTime + fIndex + vUV.x + vUV.y * 12.345);
float fOrderedT = fIndex / fMotionBlurTaps;
float fDofT = fOrderedT;
float fMotionT = fRandomT;
vec2 vTapUV = vUV;
#ifdef ENABLE_MOTION_BLUR
vTapUV = mix( vTapUV, vPrevUV, (fMotionT - 0.5) * fShutterAngle );
#endif
// http://blog.marmakoide.org/?p=1
float fTheta = fDofT * fGolden * fMotionBlurTaps;
float fRadius = fCoC * sqrt( fDofT * fMotionBlurTaps ) / sqrt( fMotionBlurTaps );
vTapUV += vec2( sin(fTheta), cos(fTheta) ) * fRadius;
vec4 vTapSample = textureLod( iChannel0, vTapUV, 0.0 ).rgba;
//vec4 vTapTexel = texelFetch( iChannel0, ivec2(vTapUV.xy * iResolution.xy), 0 ).rgba;
int iTapObjectId;
float fTapDepth = DecodeDepthAndObjectId( vTapSample.w, iTapObjectId );
if ( fTapDepth > 0.0 )
{
float fCurrCoC = GetCoC( fTapDepth, fPlaneInFocus );
float fCurrWeight = max( 0.001, fCurrCoC );
vResult += vTapSample.rgb * fCurrWeight;
fTot += fCurrWeight;
}
f += 1.0;
fIndex += 1.0;
}
#endif
vResult /= fTot;
fragColor = vec4(vResult, 1.0);
float fShade = GetVignetting( vUV, 0.7, 2.0, 1.0 );
fragColor.rgb *= fShade;
fragColor.rgb = Tonemap( fragColor.rgb );
fragColor.a = 1.0;
}