mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
70 lines
2.9 KiB
C
70 lines
2.9 KiB
C
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layout(push_constant) uniform Push
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{
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float CRTMask_Scale;
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// float CRTMask_Offset_X;
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// float CRTMask_Offset_Y;
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// float Tuning_Overscan;
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// float Tuning_Dimming;
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float Tuning_Satur;
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// float Tuning_ReflScalar;
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// float Tuning_Barrel;
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float Tuning_Mask_Brightness;
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float Tuning_Mask_Opacity;
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// float Tuning_Diff_Brightness;
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// float Tuning_Spec_Brightness;
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// float Tuning_Spec_Power;
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// float Tuning_Fres_Brightness;
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// float Tuning_LightPos_R;
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// float Tuning_LightPos_G;
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// float Tuning_LightPos_B;
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} params;
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#pragma parameter CRTMask_Scale "CRT Mask Scale" 1.0 0.0 10.0 0.5
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//#pragma parameter CRTMask_Offset_X "CRT Mask Offset X" 0.0 0.0 1.0 0.05
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//#pragma parameter CRTMask_Offset_Y "CRT Mask Offset Y" 0.0 0.0 1.0 0.05
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//#pragma parameter Tuning_Overscan "Overscan" 0.95 0.0 1.0 0.05
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//#pragma parameter Tuning_Dimming "Dimming" 0.0 0.0 1.0 0.05
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#pragma parameter Tuning_Satur "Saturation" 1.0 0.0 1.0 0.05
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//#pragma parameter Tuning_ReflScalar "Reflection" 0.0 0.0 1.0 0.05
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//#pragma parameter Tuning_Barrel "Barrel Distortion" 0.25 0.0 1.0 0.05
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#pragma parameter Tuning_Mask_Brightness "Mask Brightness" 0.5 0.0 1.0 0.05
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#pragma parameter Tuning_Mask_Opacity "Mask Opacity" 0.3 0.0 1.0 0.05
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//#pragma parameter Tuning_Diff_Brightness "Diff Brightness" 0.5 0.0 1.0 0.05
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//#pragma parameter Tuning_Spec_Brightness "Spec Brightness" 0.5 0.0 1.0 0.05
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//#pragma parameter Tuning_Fres_Brightness "Fres Brightness" 0.5 0.0 1.0 0.05
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//#pragma parameter Tuning_LightPos_R "Light Position R" 1.0 0.0 1.0 0.05
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//#pragma parameter Tuning_LightPos_G "Light Position G" 1.0 0.0 1.0 0.05
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//#pragma parameter Tuning_LightPos_B "Light Position B" 1.0 0.0 1.0 0.05
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#define CRTMask_Offset vec2(params.CRTMask_Offset_X, params.CRTMask_Offset_Y)
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half4 SampleCRT(sampler2D shadowMaskSampler, sampler2D compFrameSampler, half2 uv)
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{
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half2 ScaledUV = uv;
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// ScaledUV *= UVScalar;
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// ScaledUV += UVOffset;
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half2 scanuv = vec2(fract(uv * global.SourceSize.xy / params.CRTMask_Scale));
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vec4 phosphor_grid;
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half3 scantex = tex2D(shadowMaskSampler, scanuv).rgb;
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scantex += params.Tuning_Mask_Brightness; // adding looks better
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scantex = lerp(ivec3(1,1,1), scantex, params.Tuning_Mask_Opacity);
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/* // commenting this to move to present shader
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// Apply overscan after scanline sampling is done.
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half2 overscanuv = (ScaledUV * params.Tuning_Overscan) - ((params.Tuning_Overscan - 1.0) * 0.5);
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// Curve UVs for composite texture inwards to garble things a bit.
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overscanuv = overscanuv - half2(0.5,0.5);
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half rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y);
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overscanuv = overscanuv + (overscanuv * (params.Tuning_Barrel * rsq)) + half2(0.5,0.5);
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*/
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half2 overscanuv = uv;
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half3 comptex = tex2D(compFrameSampler, overscanuv).rgb;
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half4 emissive = half4(comptex * scantex, 1);
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half desat = dot(half4(0.299, 0.587, 0.114, 0.0), emissive);
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emissive = lerp(half4(desat,desat,desat,1), emissive, params.Tuning_Satur);
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return emissive;
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}
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