2017-04-28 01:38:48 +10:00
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#version 450
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//////////////////////////////////////////////////////////////////////////
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//
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// CC0 1.0 Universal (CC0 1.0)
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// Public Domain Dedication
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//
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// To the extent possible under law, J. Kyle Pittman has waived all
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// copyright and related or neighboring rights to this implementation
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// of CRT simulation. This work is published from the United States.
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//
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// For more information, please visit
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// https://creativecommons.org/publicdomain/zero/1.0/
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//
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//////////////////////////////////////////////////////////////////////////
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#define half4 vec4
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#define half3 vec3
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#define half2 vec2
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#define half float
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#define lerp(a, b, c) mix(a, b, c)
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#define tex2D(a, b) texture(a, b)
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#define mul(a, b) (b * a)
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#define saturate(c) clamp(c, 0.0, 1.0)
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float FrameColor_R;
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float FrameColor_G;
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float FrameColor_B;
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} global;
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#pragma parameter FrameColor_R "Frame Color R" 1.0 0.0 1.0 0.05
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#pragma parameter FrameColor_G "Frame Color G" 1.0 0.0 1.0 0.05
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#pragma parameter FrameColor_B "Frame Color B" 1.0 0.0 1.0 0.05
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#include "crtbase.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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//layout(location = 1) out vec3 norm;
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//layout(location = 2) out vec3 camDir;
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//layout(location = 3) out vec3 lightDir;
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//layout(location = 4) out float blend;
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//mat4x4 wvpMat = global.MVP;
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//mat4x4 worldMat = global.MVP;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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/*
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// This is really unnecessary since it SHOULD always be identity, but whatever...
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half3 worldPos = mul(half4(Position.xyz, 1.0), worldMat).xyz;
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// Don't normalize this pre-pixel shader
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camDir = camPos - worldPos;
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lightDir = params.Tuning_LightPos - worldPos;
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*/
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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//layout(location = 1) in vec3 norm;
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//layout(location = 2) in vec3 camDir;
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//layout(location = 3) in vec3 lightDir;
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//layout(location = 4) in float blend;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D shadowMaskSampler;
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void main()
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{
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/*
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half3 norm = normalize(norm);
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half3 camDir = normalize(camDir);
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half3 lightDir = normalize(lightDir);
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half diffuse = saturate(dot(norm, lightDir));
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half3 worldUp = half3(0.,0.,1.);
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half hemi = dot(norm, worldUp) * 0.5 + 0.5;
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hemi = hemi * 0.4 + 0.3; // [0.3,0.7] range
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vec4 Tuning_FrameColor = vec4(global.FrameColor_R, global.FrameColor_G, global.FrameColor_B, 1.0);
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half4 colordiff = Tuning_FrameColor * (diffuse + hemi) * params.Tuning_Diff_Brightness;
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half3 halfVec = normalize(lightDir + camDir);
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half spec = saturate(dot(norm, halfVec));
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spec = pow(spec, Tuning_Spec_Power);
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half4 colorspec = half4(0.25, 0.25, 0.25, 1.) * spec * params.Tuning_Spec_Brightness;
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half4 emissive = SampleCRT(shadowMaskSampler, Source, vTexCoord);
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2017-04-29 07:08:52 +10:00
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colorspec += (emissive * blend * params.Tuning_ReflScalar);
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2017-04-28 01:38:48 +10:00
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half fres = 1.0 - dot(camDir, norm);
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2017-04-29 07:08:52 +10:00
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fres = (fres*fres) * params.Tuning_Fres_Brightness;
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2017-04-28 01:38:48 +10:00
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half4 colorfres = half4(0.15, 0.15, 0.15, 1.) * fres;
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half4 nearfinal = (colorfres + colordiff + colorspec);
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FragColor = (nearfinal * lerp(ivec4(1,1,1,1), color, Tuning_Dimming));
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*/
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FragColor = vec4(SampleCRT(shadowMaskSampler, Source, vTexCoord));
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}
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