mirror of
https://github.com/italicsjenga/slang-shaders.git
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168 lines
4.4 KiB
Plaintext
168 lines
4.4 KiB
Plaintext
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#version 450
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// Simple scanlines with curvature and mask effects lifted from crt-geom
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// original by hunterk, edited by DariusG
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layout(push_constant) uniform Push
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{
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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 SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_B;
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float warpX;
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float warpY;
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float corner_round;
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float cgwg;
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float crt_gamma;
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float monitor_gamma;
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float boost;
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} params;
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// Parameter lines go here:
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01
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#define warpX params.warpX
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#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01
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#define warpY params.warpY
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#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005
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#define corner_round params.corner_round
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#pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1
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#define cgwg params.cgwg
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#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05
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#define crt_gamma params.crt_gamma
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#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05
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#define monitor_gamma params.monitor_gamma
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#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
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#define boost params.boost
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
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#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
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#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
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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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} global;
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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vec4 scanline(vec2 coord, vec4 frame)
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{
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vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y);
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vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
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vec3 res = frame.xyz;
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vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0)));
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return vec4(scanline.x, scanline.y, scanline.z, 1.0);
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw);
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vec2 cdist = vec2(corner_round);
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*300.0,0.0, 1.0);
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}
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// mask calculation
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// cgwg mask.
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vec4 Mask(vec2 pos)
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{
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vec3 mask = vec3(1.0);
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{
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float mf = floor(mod(pos.x,2.0));
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float mc = 1.0 - cgwg;
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if (mf == 0.0) { mask.g = mc; }
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else { mask.r = mc; mask.b = mc; };
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}
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return vec4(mask, 1.0);
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}
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///////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy);
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//borrowed from CRT-Pi
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vec2 OGL2Pos = pos * params.SourceSize.xy;
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vec2 pC4 = floor(OGL2Pos) + 0.5;
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vec2 coord = pC4 / params.SourceSize.xy;
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vec2 deltas = OGL2Pos - pC4;
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= params.SourceSize.xy;
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deltas *= signs;
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vec2 tc = coord + deltas;
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// mask effects look bad unless applied in linear gamma space
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vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0);
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vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0);
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vec4 res = texture(Source, tc);
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res=pow(res,in_gamma);
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// apply the mask; looks bad with vert scanlines so make them mutually exclusive
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res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001);
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// re-apply the gamma curve for the mask path
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vec4 color = pow(scanline(pos, res), out_gamma);
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float lum = color.r*0.3+color.g*0.6+color.b*0.1;
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color*= mix(1.0,boost,lum);
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FragColor = color*corner(tc);
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}
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