mirror of
https://github.com/italicsjenga/slang-shaders.git
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115 lines
3.2 KiB
Plaintext
115 lines
3.2 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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float noScanlines;
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float tvVerticalResolution;
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float blackLevel;
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float contrast;
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float gamma;
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float cropOverscan_y;
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} params;
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#pragma parameter noScanlines "No Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter tvVerticalResolution "TV Vert. Res" 250.0 20.0 1000.0 10.0
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#pragma parameter blackLevel "Black Level" 0.07 -0.30 0.30 0.01
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#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.1
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#pragma parameter gamma "Gamma" 1.0 0.5 1.5 0.01
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#pragma parameter cropOverscan_y "Crop Overscan Y" 0.0 0.0 1.0 1.0
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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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////////////////////////////////////////////////////////
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// GTU-famicom version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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//#include "config.h"
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#define pi 3.14159265358
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#define normalGauss(x) ((exp(-(x)*(x)*0.5))/sqrt(2.0*pi))
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#define Y(j) (offset.y-(j))
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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#define SOURCE(j) vec2(vTexCoord.x,vTexCoord.y - Y(j) * params.SourceSize.w)
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#define C(j) (texture(Source, SOURCE(j)).xyz)
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#define VAL(j) (C(j)*STU(Y(j),(params.tvVerticalResolution * params.SourceSize.w)))
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#define VAL_scanlines(j) (scanlines(Y(j),C(j)))
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float normalGaussIntegral(float x)
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{
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float a1 = 0.4361836;
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float a2 = -0.1201676;
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float a3 = 0.9372980;
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float p = 0.3326700;
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float t = 1.0 / (1.0 + p*abs(x));
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return (0.5-normalGauss(x) * (t*(a1 + t*(a2 + a3*t))))*sign(x);
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}
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vec3 scanlines( float x , vec3 c){
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float temp=sqrt(2*pi)*(params.tvVerticalResolution * params.SourceSize.w);
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float rrr=0.5 * (params.SourceSize.y * params.OutputSize.w);
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float x1=(x+rrr)*temp;
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float x2=(x-rrr)*temp;
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c.r=(c.r*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c.g=(c.g*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c.b=(c.b*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
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c*=(params.OutputSize.y * params.SourceSize.w);
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return c;
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}
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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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void main()
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{
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gl_Position = global.MVP * Position;
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if (params.cropOverscan_y > 0.0)
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gl_Position.y /= (224.0 / 240.0);
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 offset = fract((vTexCoord.xy * params.SourceSize.xy) - 0.5);
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vec3 tempColor = vec3(0.0);
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float range = ceil(0.5 + params.SourceSize.y / params.tvVerticalResolution);
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range = min(range, 255.0);
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float i;
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// for (i=-range;i<range+2.0;i++){
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if (params.noScanlines > 0.0)
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for (i=1.0-range;i<range+1.0;i++)
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tempColor+=VAL(i);
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else
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for (i=1.0-range;i<range+1.0;i++)
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tempColor+=VAL_scanlines(i);
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tempColor -= vec3(params.blackLevel);
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tempColor *= (params.contrast / vec3(1.0 - params.blackLevel));
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tempColor = pow(tempColor, vec3(params.gamma));
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FragColor = vec4(tempColor, 1.0);
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}
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