slang-shaders/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// 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 any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float crt_gamma;
float lcd_gamma;
float levels_contrast;
float halation_weight;
float diffusion_weight;
float bloom_underestimate_levels;
float bloom_excess;
float beam_min_sigma;
float beam_max_sigma;
float beam_spot_power;
float beam_min_shape;
float beam_max_shape;
float beam_shape_power;
float beam_horiz_filter;
float beam_horiz_sigma;
float beam_horiz_linear_rgb_weight;
float convergence_offset_x_r;
float convergence_offset_x_g;
float convergence_offset_x_b;
float convergence_offset_y_r;
float convergence_offset_y_g;
float convergence_offset_y_b;
float mask_type;
float mask_sample_mode_desired;
float mask_num_triads_desired;
float mask_triad_size_desired;
float mask_specify_num_triads;
float aa_subpixel_r_offset_x_runtime;
float aa_subpixel_r_offset_y_runtime;
float aa_cubic_c;
float aa_gauss_sigma;
float geom_mode_runtime;
float geom_radius;
float geom_view_dist;
float geom_tilt_angle_x;
float geom_tilt_angle_y;
float geom_aspect_ratio_x;
float geom_aspect_ratio_y;
float geom_overscan_x;
float geom_overscan_y;
float border_size;
float border_darkness;
float border_compress;
float interlace_bff;
float interlace_1080i;
vec4 MASKED_SCANLINESSize;
vec4 BLOOM_APPROXSize;
} global;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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#include "../../../../include/gamma-management.h"
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#include "phosphor-mask-resizing.h"
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
const float bloom_diff_thresh_ = 1.0/256.0;
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 tex_uv;
layout(location = 1) out vec2 bloom_dxdy;
layout(location = 2) out float bloom_sigma_runtime;
// copied from bloom-functions.h
inline float get_min_sigma_to_blur_triad(const float triad_size,
const float thresh)
{
// Requires: 1.) triad_size is the final phosphor triad size in pixels
// 2.) thresh is the max desired pixel difference in the
// blurred triad (e.g. 1.0/256.0).
// Returns: Return the minimum sigma that will fully blur a phosphor
// triad on the screen to an even color, within thresh.
// This closed-form function was found by curve-fitting data.
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
return -0.05168 + 0.6113*triad_size -
1.122*triad_size*sqrt(0.000416 + thresh);
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
//return 0.5985*triad_size - triad_size*sqrt(thresh)
}
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void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord * 1.0001;
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// Get the uv sample distance between output pixels. Calculate dxdy like
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// blurs/vertex-shader-blur-fast-vertical.h.
const float2 dxdy_scale = IN.video_size/IN.output_size;
const float2 dxdy = dxdy_scale/IN.texture_size;
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// This blur is vertical-only, so zero out the vertical offset:
bloom_dxdy = float2(0.0, dxdy.y);
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// Calculate a runtime bloom_sigma in case it's needed:
const float mask_tile_size_x = get_resized_mask_tile_size(
IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
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bloom_sigma_runtime = get_min_sigma_to_blur_triad(
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
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}
#pragma stage fragment
#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 bloom_dxdy;
layout(location = 2) in float bloom_sigma_runtime;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
#include "bloom-functions.h"
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void main()
{
// Blur the brightpass horizontally with a 9/17/25/43x blur:
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
const float3 color = tex2DblurNfast(input_texture, tex_uv,
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bloom_dxdy, bloom_sigma);
// Encode and output the blurred image:
FragColor = encode_output(float4(color, 1.0));
}