slang-shaders/crt/shaders/hyllian/crt-hyllian-3d.slang

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2018-06-07 04:02:53 +10:00
#version 450
/*
Hyllian's CRT Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CRT_MULRES_X;
float CRT_MULRES_Y;
float PHOSPHOR;
float InputGamma;
float OutputGamma;
float SHARPNESS;
float COLOR_BOOST;
float RED_BOOST;
float GREEN_BOOST;
float BLUE_BOOST;
float SCANLINES_STRENGTH;
float BEAM_MIN_WIDTH;
float BEAM_MAX_WIDTH;
float CRT_ANTI_RINGING;
} params;
#pragma parameter CRT_MULRES_X "CRT - Internal X Res Multiplier" 2.0 1.0 8.0 1.0
#pragma parameter CRT_MULRES_Y "CRT - Internal Y Res Multiplier" 2.0 1.0 8.0 1.0
#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0
#pragma parameter InputGamma "CRT - Input gamma" 2.4 0.0 5.0 0.1
#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1
#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0
#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05
#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01
#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01
#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01
#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.72 0.0 1.0 0.02
#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02
#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02
#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1
#define CRT_MULRES_X params.CRT_MULRES_X
#define CRT_MULRES_Y params.CRT_MULRES_Y
#define PHOSPHOR params.PHOSPHOR
#define InputGamma params.InputGamma
#define OutputGamma params.OutputGamma
#define SHARPNESS params.SHARPNESS
#define COLOR_BOOST params.COLOR_BOOST
#define RED_BOOST params.RED_BOOST
#define GREEN_BOOST params.GREEN_BOOST
#define BLUE_BOOST params.BLUE_BOOST
#define SCANLINES_STRENGTH params.SCANLINES_STRENGTH
#define BEAM_MIN_WIDTH params.BEAM_MIN_WIDTH
#define BEAM_MAX_WIDTH params.BEAM_MAX_WIDTH
#define CRT_ANTI_RINGING params.CRT_ANTI_RINGING
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define mul(a,b) (b*a)
#define GAMMA_IN(color) pow(color, vec4(InputGamma, InputGamma, InputGamma, InputGamma))
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
// Horizontal cubic filter.
// Some known filters use these values:
// B = 0.0, C = 0.0 => Hermite cubic filter.
// B = 1.0, C = 0.0 => Cubic B-Spline filter.
// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
// B = 0.3782, C = 0.3109 => Robidoux filter.
// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
// Change these params to configure the horizontal filter.
const float B = 0.0;
const float C = 0.5;
mat4 invX = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
(B + 6.0*C)/6.0, -C, 0.0, 0.0);
const vec3 dtt = vec3(65536.0,255.0,1.0);
float reduce(vec3 A)
{
return dot(A, dtt);
}
vec4 crt_hyllian_3d(vec2 texture_size, vec2 video_size, vec2 output_size, vec2 texCoord, sampler2D s_p)
{
vec2 TexSize = vec2(SHARPNESS*texture_size.x, texture_size.y)/vec2(CRT_MULRES_X, CRT_MULRES_Y);
vec3 color;
vec2 dx = vec2(1.0/TexSize.x, 0.0);
vec2 dy = vec2(0.0, 1.0/TexSize.y);
vec2 pix_coord = texCoord*TexSize+vec2(-0.5,0.5);
vec2 tc = (floor(pix_coord)+vec2(0.5,0.5))/TexSize;
vec2 fp = fract(pix_coord);
vec4 c00 = GAMMA_IN(texture(s_p, tc - dx - dy));
vec4 c01 = GAMMA_IN(texture(s_p, tc - dy));
vec4 c02 = GAMMA_IN(texture(s_p, tc + dx - dy));
vec4 c03 = GAMMA_IN(texture(s_p, tc + 2.0*dx - dy));
vec4 c10 = GAMMA_IN(texture(s_p, tc - dx));
vec4 c11 = GAMMA_IN(texture(s_p, tc ));
vec4 c12 = GAMMA_IN(texture(s_p, tc + dx));
vec4 c13 = GAMMA_IN(texture(s_p, tc + 2.0*dx));
// Get min/max samples
vec4 min_sample = min(min(c01,c11), min(c02,c12));
vec4 max_sample = max(max(c01,c11), max(c02,c12));
mat4 color_matrix0 = mat4(c00, c01, c02, c03);
mat4 color_matrix1 = mat4(c10, c11, c12, c13);
vec4 invX_Px = mul(invX, vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
vec4 color0 = mul(invX_Px, color_matrix0);
vec4 color1 = mul(invX_Px, color_matrix1);
// Anti-ringing
vec4 aux = color0;
color0 = clamp(color0, min_sample, max_sample);
color0 = mix(aux, color0, CRT_ANTI_RINGING);
aux = color1;
color1 = clamp(color1, min_sample, max_sample);
color1 = mix(aux, color1, CRT_ANTI_RINGING);
float pos0 = fp.y;
float pos1 = 1.0 - fp.y;
vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH, BEAM_MIN_WIDTH, BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH, BEAM_MAX_WIDTH, BEAM_MAX_WIDTH), color0.xyz);
vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH, BEAM_MIN_WIDTH, BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH, BEAM_MAX_WIDTH, BEAM_MAX_WIDTH), color1.xyz);
vec3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
vec3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
color = clamp(color0.xyz*d0+color1.xyz*d1, 0.0, 1.0);
color *= COLOR_BOOST*vec3(RED_BOOST, GREEN_BOOST, BLUE_BOOST);
float mod_factor = texCoord.x * output_size.x * texture_size.x / video_size.x;
vec3 dotMaskWeights = mix(
vec3(1.0, 0.7, 1.0),
vec3(0.7, 1.0, 0.7),
floor(mod(mod_factor, 2.0))
);
color.rgb *= mix(vec3(1.0, 1.0, 1.0), dotMaskWeights, PHOSPHOR);
color = GAMMA_OUT(color);
return vec4(color, 1.0);
}
void main()
{
FragColor = crt_hyllian_3d(params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, vTexCoord.xy, Source);
}