mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
152 lines
4 KiB
Plaintext
152 lines
4 KiB
Plaintext
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#version 450
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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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#define SamplerColorVHS Source
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#include "VHSPro_params.inc"
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#include "VHSPro_constants.inc"
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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 txcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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txcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 txcoord;
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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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#include "VHSPro_functions.inc"
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void main()
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{
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const float t = float(params.FrameCount) * 0.25;//_Time.y;
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vec2 p = txcoord.xy;
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float SLN = screenLinesNum; //TODO use only SLN
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//basically if its 0 -> set it to fullscreen
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if(SLN==0.0) SLN = _ScreenParams.y;
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//TODO maybe make it based on num of lines? and height ?
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//TODO make switch between real pixels and pixelated pixels!
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// ONE_X = 1.0 / screenLinesNum;
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float ONE_X = 1.0 / _ScreenParams.x; // 1px
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ONE_X *= bleedAmount; // longer tails, more bleeding, default 1.
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//distortions
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if (VHS_FishEye){
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p = fishEye(p, fisheyeSize, fisheyeBend); // p = fishEye(p, 1.2, 2.0);
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// return vec4( fract(p*5.0)/2.5, 1.0, 1.0); //debug
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}
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int bleedLength = 21;
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if((VHS_BleedMode == 0 || VHS_BleedMode == 1 || VHS_BleedMode == 3))
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{
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bleedLength = 25;
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}
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if((VHS_BleedMode == 2 || VHS_BleedMode == 4))
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{
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bleedLength = 32;
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}
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#include "taps.inc"
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//Bleeding
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vec3 signal = vec3(0.0,0.0,0.0);
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if (VHS_Bleed){
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vec3 norm = vec3(0.0,0.0,0.0);
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vec3 adj = vec3(0.0,0.0,0.0);
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const int taps = bleedLength-4;
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//int taps = bleedLength; //RetroArch
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for (int ii = 0; float(ii) < mod(float(taps) , float(1023)); ii++){
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const float offset = float(ii);
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const vec3 sums = fetch_offset(offset - float(taps), ONE_X) +
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fetch_offset(float(taps) - offset, ONE_X) ;
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adj = vec3(luma_filter[ii+3], chroma_filter[ii], chroma_filter[ii]);
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//adj = vec3(luma_filter[ii], chroma_filter[ii], chroma_filter[ii]); //RetroArch
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signal += sums * adj;
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norm += adj;
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}
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adj = vec3(luma_filter[taps], chroma_filter[taps], chroma_filter[taps]);
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signal += t2d(fixCoord) * adj;
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norm += adj;
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signal = signal / norm;
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} else {
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//no bleeding
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signal = t2d(p);
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}
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//[Signal Tweak]
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if (VHS_SignalTweak){
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//adjust
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signal.x += signalAdjustY;
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signal.y += signalAdjustI;
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signal.z += signalAdjustQ;
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//shift
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signal.x *= signalShiftY;
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signal.y *= signalShiftI;
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signal.z *= signalShiftQ;
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// //test YIQ
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// signal.x = 0.5;
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// signal.y = p.x*2.0-1.0;
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// signal.z = p.y*2.0-1.0;
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//signal noise
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// vec2 noise = n4rand_bw( p,t, 1.0-signalNoisePower )*signalNoiseAmount ;
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// signal.y *= noise.x;
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// signal.z *= noise.y;
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//phase - it cant be dont coz of intervals
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// signal.x = fract( (signal.x +1.0)*0.5f )*2.0f - 1.0f ;
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//signal.y = fract( (signal.y +1.0)*0.5f )*2.0f - 1.0f ;
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//signal.z = fract( (signal.z +1.0)*0.5f )*2.0f - 1.0f ;
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}
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vec3 rgb = yiq2rgb(signal);
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if (VHS_SignalTweak){
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if(gammaCorection!=1.0) rgb = pow(abs(rgb), vec3(gammaCorection)); //vec3(gammaCorection).rgb
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}
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//cut trash after fish eye
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// if( p.x<0. || p.x>1. || p.y<0. || p.y>1.){
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// rgb *= 0.0;
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// }
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//TODO maybe on yiq channel
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if (VHS_Vignette){
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rgb *= vignette(p, t*vignetteSpeed); //TODO params //txcoord.xy
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}
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FragColor = vec4(rgb, 1.0);
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}
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