slang-shaders/crt/shaders/crt-consumer.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
float rg;
float rb;
float gr;
float gb;
float br;
float bg;
float Downscale;
float quality;
float palette_fix;
} params;
// Parameter lines go here:
#pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.5 1.0 4.0 0.1
#pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05
#pragma parameter blury "Convergence Y" 0.1 -4.0 4.0 0.05
#pragma parameter warpx " Curvature X" 0.02 0.0 0.12 0.01
#pragma parameter warpy " Curvature Y" 0.04 0.0 0.12 0.01
#pragma parameter corner " Corner size" 0.01 0.0 0.10 0.01
#pragma parameter smoothness " Border Smoothness" 400.0 100.0 600.0 5.0
#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter Downscale "Interlacing Downscale Scanlines" 2.0 1.0 8.0 1.0
#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
#pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05
#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
#pragma parameter preserve " Protect White On Masks" 0.98 0.0 1.0 0.01
#pragma parameter brightboost1 " Bright boost dark pixels" 1.2 0.0 3.0 0.05
#pragma parameter brightboost2 " Bright boost bright pixels" 1.0 0.0 3.0 0.05
#pragma parameter glow " Glow pixels per axis" 4.0 1.0 4.0 1.0
#pragma parameter quality " Glow quality" 1.0 0.5 4.0 0.1
#pragma parameter glow_str " Glow intensity" 0.0 0.0001 1.0 0.05
#pragma parameter nois " Add Noise" 0.0 0.0 32.0 1.0
#pragma parameter postbr " Post Brightness" 1.0 0.0 2.5 0.02
#pragma parameter palette_fix "Palette Fixes. Sega, PUAE Atari ST dark colors " 0.0 0.0 2.0 1.0
#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter MaskDark "Mask dark" 0.2 0.0 2.0 0.1
#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter GAMMA_OUT " Gamma Out" 2.2 0.0 4.0 0.1
#pragma parameter sat " Saturation" 1.0 0.0 2.0 0.05
#pragma parameter contrast " Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter rg " Red-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter rb " Red-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gr " Green-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gb " Green-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter br " Blue-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter bg " Blue-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
#pragma parameter vpower "Vignette Power" 0.15 0.0 1.0 0.01
#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
#define rg params.rg
#define rb params.rb
#define gr params.gr
#define gb params.gb
#define br params.br
#define bg params.bg
#define Downscale params.Downscale
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float blurx;
float blury;
float warpx;
float warpy;
float corner;
float smoothness;
float scanlow;
float scanhigh;
float beamlow;
float beamhigh;
float brightboost1;
float brightboost2;
float Shadowmask;
float masksize;
float MaskDark;
float MaskLight;
float slotmask;
float slotwidth;
float double_slot;
float slotms;
float GAMMA_OUT;
float glow;
float glow_str;
float sat;
float contrast;
float nois;
float WP;
float inter;
float vignette;
float vpower;
float vstr;
float alloff;
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float postbr;
float PRE_SCALE;
float preserve;
} 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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define iTime (float(params.FrameCount) / 2.0)
#define iTimer (float(params.FrameCount) / 60.0)
vec2 Warp(vec2 pos)
{
pos = pos * 2.0 - 1.0;
pos *= vec2(1.0 + (pos.y * pos.y) * global.warpx, 1.0 + (pos.x * pos.x) * global.warpy);
return pos * 0.5 + 0.5;
}
float sw(float y, float l)
{
float beam = mix(global.scanlow, global.scanhigh, y);
float scan = mix(global.beamlow, global.beamhigh, l);
float ex = y * scan;
return exp2(-beam * ex * ex);
}
vec3 mask(vec2 x, vec3 col, float l)
{
x = floor(x / global.masksize);
if (global.Shadowmask == 0.0)
{
float m = fract(x.x * 0.4999);
if (m < 0.4999) return vec3(1.0, global.MaskDark, 1.0);
else return vec3(global.MaskDark, 1.0, global.MaskDark);
}
else if (global.Shadowmask == 1.0)
{
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
float line = global.MaskLight;
float odd = 0.0;
if (fract(x.x / 6.0) < 0.5) odd = 1.0;
if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
float m = fract(x.x / 3.0);
if (m < 0.333) Mask.b = global.MaskLight;
else if (m < 0.666) Mask.g = global.MaskLight;
else Mask.r = global.MaskLight;
Mask *= line;
return Mask;
}
else if (global.Shadowmask == 2.0)
{
float m = fract(x.x*0.3333);
if (m < 0.3333) return vec3(global.MaskDark, global.MaskDark, global.MaskLight);
if (m < 0.6666) return vec3(global.MaskDark, global.MaskLight, global.MaskDark);
else return vec3(global.MaskLight, global.MaskDark, global.MaskDark);
}
if (global.Shadowmask == 3.0)
{
float m = fract(x.x * 0.5);
if (m < 0.5) return vec3(1.0, 1.0, 1.0);
else return vec3(global.MaskDark, global.MaskDark, global.MaskDark);
}
else if (global.Shadowmask == 4.0)
{
vec3 Mask = vec3(col.rgb);
float line = global.MaskLight;
float odd = 0.0;
if (fract(x.x / 4.0) < 0.5) odd = 1.0;
if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
float m = fract(x.x / 2.0);
if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
else Mask.g = 1.0;
Mask *= line;
return Mask;
}
else if (global.Shadowmask == 5.0)
{
vec3 Mask = vec3(1.0, 1.0, 1.0);
if (fract(x.x / 4.0) < 0.5)
{
if (fract(x.y / 3.0) < 0.666)
{
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
}
else Mask *= l;
}
else if (fract(x.x / 4.0) >= 0.5)
{
if (fract(x.y / 3.0) > 0.333)
{
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
}
else Mask *= l;
}
return Mask;
}
else if (global.Shadowmask == 6.0)
{
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
if (fract(x.x / 6.0) < 0.5)
{
if (fract(x.y / 4.0) < 0.75)
{
if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
else Mask.b = global.MaskLight;
}
else Mask * l * 0.9;
}
else if (fract(x.x / 6.0) >= 0.5)
{
if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25)
{
if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
else Mask.b = global.MaskLight;
}
else Mask * l * 0.9;
}
return Mask;
}
else if (global.Shadowmask == 7.0)
{
float m = fract(x.x * 0.3333);
if (m < 0.3333) return vec3(global.MaskDark, global.MaskLight, global.MaskLight * col.b); //Cyan
if (m < 0.6666) return vec3(global.MaskLight * col.r, global.MaskDark, global.MaskLight); //Magenta
else return vec3(global.MaskLight, global.MaskLight * col.g, global.MaskDark); //Yellow
}
else if (global.Shadowmask == 8.0)
{
vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
float bright = global.MaskLight;
float left = 0.0;
if (fract(x.x / 6.0) < 0.5) left = 1.0;
float m = fract(x.x / 3.0);
if (m < 0.333) Mask.b = 0.9;
else if (m < 0.666) Mask.g = 0.9;
else Mask.r = 0.9;
if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0)
Mask *= bright;
return Mask;
}
else return vec3(1.0, 1.0, 1.0);
}
float SlotMask(vec2 pos, vec3 c)
{
if (global.slotmask == 0.0) return 1.0;
pos = floor(pos / global.slotms);
float mx = pow(max(max(c.r, c.g), c.b), 1.33);
float mlen = global.slotwidth * 2.0;
float px = fract(pos.x / mlen);
float py = floor(fract(pos.y / (2.0 * global.double_slot)) * 2.0 * global.double_slot);
float slot_dark = mix(1.0 - global.slotmask, 1.0 - 0.80 * global.slotmask, mx);
float slot = 1.0 + 0.7 * global.slotmask * (1.0 - mx);
if (py == 0.0 && px < 0.5) slot = slot_dark;
else if (py == global.double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
mat4 contrastMatrix(float contrast)
{
float t = (1.0 - global.contrast) / 2.0;
return mat4(global.contrast, 0, 0, 0,
0, global.contrast, 0, 0,
0, 0, global.contrast, 0,
t, t, t, 1);
}
mat3 vign(float l)
{
vec2 vpos = vTexCoord;
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * global.vstr;
vig = min(pow(vig, global.vpower), 1.0);
if (global.vignette == 0.0) vig = 1.0;
return mat3(vig, 0, 0,
0, vig, 0,
0, 0, vig);
}
vec3 saturation(vec3 textureColor)
{
float luminance = length(textureColor.rgb) * 0.5775;
vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1);
if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
luminance = dot(textureColor.rgb, luminanceWeighting);
vec3 greyScaleColor = vec3(luminance, luminance, luminance);
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, global.sat));
return res;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
vec3 glow0 (vec2 texcoord, vec3 col)
{
// the more params.quality, the smaller the offset and better quality, less visible glow too
vec2 size = params.SourceSize.zw/params.quality;
vec3 c01;
vec3 sum = vec3(0.0);
// global.glow = pixels per axis, the more the slower!
for (float x = -global.glow; x <= global.glow; x = x+1.0)
{
// multiply texture, the more far away the less pronounced
float factor = 1.0/global.glow;
for (float y = -global.glow; y <= global.glow; y = y+1.0)
{
vec2 offset = vec2(x, y) * size;
c01 = texture(Source, texcoord + offset).rgb*factor; c01 = c01*c01;
sum += c01;
}
}
return (global.glow_str * sum / (global.glow * global.glow )) ;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
float noise(vec2 co)
{
return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float corner0(vec2 coord)
{
coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, params.SourceSize.y / params.SourceSize.x);
vec2 cdist = vec2(global.corner, global.corner);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist) * global.smoothness, 0.0, 1.0);
}
const mat3 D65_to_XYZ = mat3(
0.4306190, 0.2220379, 0.0201853,
0.3415419, 0.7066384, 0.1295504,
0.1783091, 0.0713236, 0.9390944);
const mat3 XYZ_to_D65 = mat3(
3.0628971, -0.9692660, 0.0678775,
-1.3931791, 1.8760108, -0.2288548,
-0.4757517, 0.0415560, 1.0693490);
const mat3 D50_to_XYZ = mat3(
0.4552773, 0.2323025, 0.0145457,
0.3675500, 0.7077956, 0.1049154,
0.1413926, 0.0599019, 0.7057489);
const mat3 XYZ_to_D50 = mat3(
2.9603944, -0.9787684, 0.0844874,
-1.4678519, 1.9161415, -0.2545973,
-0.4685105, 0.0334540, 1.4216174);
void main()
{
vec2 pos = Warp(vTexCoord.xy);
vec2 tex_size = params.SourceSize.xy;
vec2 pC4 = (pos + 0.5/tex_size);
vec2 fp = fract(pos * tex_size);
if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*1.0/Downscale);}
vec4 res = vec4(1.0);
if (global.alloff == 1.0)
res = texture(Source, pC4);
else
{
vec2 texel = pos * tex_size;
vec2 texel_floored = floor(texel);
float scale = global.PRE_SCALE;
float region_range = 0.5 - 0.5 / scale;
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
vec2 center_dist = fp - 0.5;
vec2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
vec2 mod_texel = texel_floored + fpp;
vec2 coords = mod_texel / params.SourceSize.xy;
vec3 sample1 = texture(Source, vec2(coords.x + global.blurx*params.SourceSize.z, coords.y - global.blury*params.SourceSize.w)).rgb;
vec3 sample2 = texture(Source, coords).rgb;
vec3 sample3 = texture(Source, vec2(coords.x - global.blurx*params.SourceSize.z, coords.y + global.blury*params.SourceSize.w )).rgb;
vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
sample2.b * 0.5 + sample3.b * 0.5);
if (params.palette_fix != 0.0)
{
if (params.palette_fix == 1.0) color = color* 1.0667;
else if (params.palette_fix == 2.0) color = color * 2.0;
}
//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
if (global.WP != 0.0)
{
vec3 warmer = D50_to_XYZ * color;
warmer = XYZ_to_D65 * warmer;
vec3 cooler = D65_to_XYZ * color;
cooler = XYZ_to_D50 * cooler;
float m = abs(global.WP) / 100.0;
vec3 comp = (global.WP < 0.0) ? cooler : warmer;
comp = clamp(comp, 0.0, 1.0);
color = vec3(mix(color, comp, m));
}
mat3 hue = mat3 (1., rg, rb, //red tint
gr, 1., gb, //green tint
br, bg, 1.); //blue tint
color = hue * color;
color = (2.0*pow(color,vec3(2.8))) - pow(color,vec3(3.6));
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
float f = fract(fp.y -0.5);
if (global.inter > 0.5 && tex_size.y > 400.0) color = color;
else
{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
float lum1 = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
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color *= mix(mask((vTexCoord * params.OutputSize.xy), color,lum1), vec3(1.0), lum1*global.preserve);
if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
color = pow(color,vec3(1.0 / global.GAMMA_OUT));
if (global.glow_str != 0.0) color += glow0(coords,color);
if (global.sat != 1.0) color = saturation(color);
if (global.corner != 0.0) color *= corner0(pC4);
if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois;
color *= mix(1.0, global.postbr, lum);
res = vec4(color, 1.0);
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
res.rgb *= vign(lum);
}
FragColor = res;
}