mirror of
https://github.com/italicsjenga/slang-shaders.git
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107 lines
2.4 KiB
Plaintext
107 lines
2.4 KiB
Plaintext
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#version 450
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// NES PAL composite signal simulation for RetroArch
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// shader by r57shell
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// thanks to feos & HardWareMan & NewRisingSun
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// also TV subpixels and scanlines
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// LICENSE: PUBLIC DOMAIN
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// NOTE: for nice TV subpixels and scanlines I recommend to
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// disable this features here and apply CRT-specialized shader.
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// Quality considerations
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// there are three main options:
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// USE_RAW (R), USE_DELAY_LINE (D), USE_COLORIMETRY (C)
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// here is table of quality in decreasing order:
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// RDC, RD, RC, DC, D, C
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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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} params;
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// compatibility macros
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define frac(c) fract(c)
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define fmod(x,y) mod(x,y)
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#define mul(x,y) (y*x)
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#define float2x2 mat2
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#define float3x3 mat3
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#define float4x4 mat4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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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 = 2) uniform sampler2D Source;
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// pos (left corner, sample size)
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float4 monitor_sample(float2 p, float2 sample_)
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{
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// linear interpolation was...
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// now other thing.
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// http://imgur.com/m8Z8trV
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// AT LAST IT WORKS!!!!
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// going to check in retroarch...
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float2 size = params.SourceSize.xy;
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float2 next = float2(.25,1.)/size;
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float2 f = frac(float2(4.,1.)*size*p);
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sample_ *= float2(4.,1.)*size;
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float2 l;
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float2 r;
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if (f.x+sample_.x < 1.)
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{
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l.x = f.x+sample_.x;
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r.x = 0.;
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}
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else
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{
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l.x = 1.-f.x;
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r.x = min(1.,f.x+sample_.x-1.);
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}
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if (f.y+sample_.y < 1.)
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{
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l.y = f.y+sample_.y;
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r.y = 0.;
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}
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else
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{
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l.y = 1.-f.y;
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r.y = min(1.,f.y+sample_.y-1.);
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}
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float3 top = mix(texture(Source, p).rgb, texture(Source, p+float2(next.x,0.)).rgb, r.x/(l.x+r.x));
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float3 bottom = mix(texture(Source, p+float2(0.,next.y)).rgb, texture(Source, p+next).rgb, r.x/(l.x+r.x));
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return float4(mix(top,bottom, r.y/(l.y+r.y)),1.0);
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}
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void main()
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{
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FragColor = monitor_sample(vTexCoord, params.OutputSize.zw);
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}
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