slang-shaders/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang

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#version 450
// -- config -- //
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#define hardScan -8.0
#define warpX 0.031
#define warpY 0.041
#define maskDark 0.5
#define maskLight 1.5
#define shadowMask 1
#define brightboost 1
#define bloomAmount 1.0/16.0
#define hardBloomScan -2.0
#define shape 2.0
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#define DO_BLOOM
layout(std140, set = 0, binding = 0) uniform UBO
{
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mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
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} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
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gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
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}
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D horz3minus1;
layout(set = 0, binding = 3) uniform sampler2D horz3plus1;
layout(set = 0, binding = 4) uniform sampler2D horz5minus2;
layout(set = 0, binding = 5) uniform sampler2D horz5;
layout(set = 0, binding = 6) uniform sampler2D horz5plus2;
layout(set = 0, binding = 7) uniform sampler2D horz7minus1;
layout(set = 0, binding = 8) uniform sampler2D horz7;
layout(set = 0, binding = 9) uniform sampler2D horz7plus1;
// Linear to sRGB.
// Assuming using sRGB typed textures this should not be needed.
float ToSrgb1(float c)
{
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return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
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}
vec3 ToSrgb(vec3 c)
{
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return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
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}
// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos)
{
pos = pos*global.SourceSize.xy;
return -((pos - floor(pos)) - vec2(0.5));
}
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// 1D Gaussian.
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float Gaus(float pos, float scale)
{
return exp2(scale*pow(abs(pos), shape));
}
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// Return scanline weight.
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float Scan(vec2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst + off, hardScan);
}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst + off, hardBloomScan);
}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos)
{
vec3 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0);
vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
float wa = Scan(pos, -1.0);
float wb = Scan(pos, 0.0);
float wc = Scan(pos, 1.0);
return a*wa+b*wb+c*wc;
}
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// Small bloom.
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vec3 Bloom(vec2 pos)
{
vec3 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0);
vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
float wa = BloomScan(pos, -2.0);
float wb = BloomScan(pos, -1.0);
float wc = BloomScan(pos, 0.0);
float wd = BloomScan(pos, 1.0);
float we = BloomScan(pos, 2.0);
return a*wa+b*wb+c*wc+d*wd+e*we;
}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
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// Shadow mask.
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vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);
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// Very compressed TV style shadow mask.
if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark;
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;
}
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void main()
{
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vec2 pos = Warp(vTexCoord);
vec3 outColor = Tri(pos);
#ifdef DO_BLOOM
//Add Bloom
outColor.rgb += Bloom(pos)*bloomAmount;
#endif
if (shadowMask > 0.0)
outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
/* TODO/FIXME - hacky clamp fix */
vec2 bordertest = (pos);
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
outColor.rgb = outColor.rgb;
else
outColor.rgb = vec3(0.0);
FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
}