mirror of
https://github.com/italicsjenga/slang-shaders.git
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146 lines
4.7 KiB
Plaintext
146 lines
4.7 KiB
Plaintext
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#version 450
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/*
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zfast_crt_standard - A simple, fast CRT shader.
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Copyright (C) 2017 Greg Hogan (SoltanGris42)
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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Notes: This shader does scaling with a weighted linear filter for adjustable
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sharpness on the x and y axes based on the algorithm by Inigo Quilez here:
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http://http://www.iquilezles.org/www/articles/texture/texture.htm
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but modified to be somewhat sharper. Then a scanline effect that varies
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based on pixel brighness is applied along with a monochrome aperture mask.
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This shader runs at 60fps on the Raspberry Pi 3 hardware at 2mpix/s
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resolutions (1920x1080 or 1600x1200).
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The curvature version originally comes from here originally in glsl
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https://github.com/ghogan42/common-shaders/tree/zfast_shaders
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*/
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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 BLURSCALEX, LOWLUMSCAN, HILUMSCAN, BRIGHTBOOST, MASK_DARK, MASK_FADE;
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float CURVE, CORNER;
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} params;
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#pragma parameter BLURSCALEX "Blur Amount X-Axis" 0.30 0.0 1.0 0.05
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#pragma parameter LOWLUMSCAN "Scanline Darkness - Low" 6.0 0.0 10.0 0.5
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#pragma parameter HILUMSCAN "Scanline Darkness - High" 8.0 0.0 50.0 1.0
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#pragma parameter BRIGHTBOOST "Dark Pixel Brightness Boost" 1.25 0.5 1.5 0.05
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#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
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#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
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#pragma parameter CURVE "Curvature" 0.03 0.0 0.3 0.002
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#pragma parameter CORNER "Corner" 0.3 0.0 20.0 0.1
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#define BLURSCALEX params.BLURSCALEX
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#define LOWLUMSCAN params.LOWLUMSCAN
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#define HILUMSCAN params.HILUMSCAN
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#define BRIGHTBOOST params.BRIGHTBOOST
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#define MASK_DARK params.MASK_DARK
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#define MASK_FADE params.MASK_FADE
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#define CURVE params.CURVE
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#define CORNER params.CORNER
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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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//For testing compilation
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//#define FRAGMENT
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//#define VERTEX
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//This can't be an option without slowing the shader down
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//Comment this out for a coarser 3 pixel mask...which is currently broken
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//on SNES Classic Edition due to Mali 400 gpu precision
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#define FINEMASK
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//Some drivers don't return black with texture coordinates out of bounds
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//SNES Classic is too slow to black these areas out when using fullscreen
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//overlays. But you can uncomment the below to black them out if necessary
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//#define BLACK_OUT_BORDER
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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 float maskFade;
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layout(location = 2) out vec2 invDims;
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layout(location = 3) out float cornerConst;
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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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maskFade = 0.3333*MASK_FADE;
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invDims = 1.0/params.SourceSize.xy;
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cornerConst = CORNER*0.0001;
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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 = 1) in float maskFade;
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layout(location = 2) in vec2 invDims;
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layout(location = 3) in float cornerConst;
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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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vec2 warp(vec2 pos){
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pos = -1.0 + 2.0*pos;
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vec2 p = pos*pos;
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#if defined(VERTICAL)
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pos*=vec2(1.0 + CURVE*p.y ,1.0 + 1.3333*CURVE*p.x);
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#else
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pos*=vec2(1.0 + 1.3333*CURVE*p.y ,1.0 + CURVE*p.x);
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#endif
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return clamp(pos*0.5+0.5, 0.0, 1.0);
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}
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void main()
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{
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vec2 curved_coord = warp(vTexCoord);
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//This is just like "Quilez Scaling" but sharper
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vec2 p = curved_coord * params.SourceSize.xy;
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vec2 i = floor(p) + 0.50;
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vec2 f = p - i;
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p = (i + 4.0*f*f*f)*invDims;
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p.x = mix( p.x , curved_coord.x, BLURSCALEX);
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float Y = f.y*f.y;
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float YY = Y*Y;
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#if defined(FINEMASK)
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999));
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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#else
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333));
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float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
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#endif
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vec3 colour = texture(Source, p).rgb;
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float scanLineWeight = (BRIGHTBOOST - LOWLUMSCAN*(Y - 2.05*YY));
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float scanLineWeightB = 1.0 - HILUMSCAN*(YY-2.8*YY*Y);
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#if defined(BLACK_OUT_BORDER)
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colour.rgb*=float(tc.x > 0.0)*float(tc.y > 0.0); //why doesn't the driver do the right thing?
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#endif
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//This is how will black out the rounded corners
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vec2 corn = min(curved_coord, vec2(1.0) - curved_coord); //This is used to mask the rounded
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corn.x = cornerConst/corn.x; //corners later on
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if (corn.y <= corn.x)
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colour = vec3(0.0);
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FragColor.rgb = colour.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(colour.rgb,vec3(maskFade)));
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}
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