mirror of
https://github.com/italicsjenga/slang-shaders.git
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142 lines
5.7 KiB
Plaintext
142 lines
5.7 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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vec4 MASKED_SCANLINESSize;
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vec4 BLOOM_APPROXSize;
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} registers;
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#include "params.inc"
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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////////////////////////////////// INCLUDES //////////////////////////////////
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//#include "../../../../include/gamma-management.h"
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//#include "../../../../include/blur-functions.h"
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#include "phosphor-mask-resizing.h"
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#include "scanline-functions.h"
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#include "bloom-functions.h"
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#include "includes.h"
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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 video_uv;
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layout(location = 1) out vec2 scanline_tex_uv;
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layout(location = 2) out float bloom_sigma_runtime;
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layout(location = 3) out vec2 blur3x3_tex_uv;
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void main()
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{
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gl_Position = params.MVP * Position;
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const vec2 tex_uv = TexCoord;
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// Our various input textures use different coords:
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video_uv = tex_uv;
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scanline_tex_uv = video_uv * registers.MASKED_SCANLINESSize.xy *
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registers.MASKED_SCANLINESSize.zw;
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blur3x3_tex_uv = video_uv * registers.BLOOM_APPROXSize.xy * registers.BLOOM_APPROXSize.zw;
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// Calculate a runtime bloom_sigma in case it's needed:
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const float mask_tile_size_x = get_resized_mask_tile_size(
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registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
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bloom_sigma_runtime = get_min_sigma_to_blur_triad(
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mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 video_uv;
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layout(location = 1) in vec2 scanline_tex_uv;
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layout(location = 2) in float bloom_sigma_runtime;
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layout(location = 3) in vec2 blur3x3_tex_uv;
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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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layout(set = 0, binding = 3) uniform sampler2D MASKED_SCANLINES;
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layout(set = 0, binding = 4) uniform sampler2D BLOOM_APPROX;
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void main()
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{
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// Sample the masked scanlines:
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const vec3 intensity_dim =
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tex2D_linearize(MASKED_SCANLINES, scanline_tex_uv).rgb;
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// Get the full intensity, including auto-undimming, and mask compensation:
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const float auto_dim_factor = levels_autodim_temp;
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const float undim_factor = 1.0/auto_dim_factor;
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const float mask_amplify = get_mask_amplify();
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const vec3 intensity = intensity_dim * undim_factor * mask_amplify *
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levels_contrast;
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// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
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// would look like, so we can estimate how much energy we'll receive from
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// blooming neighbors:
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const vec3 phosphor_blur_approx = levels_contrast * tex2D_linearize(
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BLOOM_APPROX, blur3x3_tex_uv).rgb;
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// Compute the blur weight for the center texel and the maximum energy we
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// expect to receive from neighbors:
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const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
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const float center_weight = get_center_weight(bloom_sigma);
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const vec3 max_area_contribution_approx =
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max(vec3(0.0), phosphor_blur_approx - center_weight * intensity);
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// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
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// because it actually gets better results (on top of being very simple),
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// but adjust all intensities for the user's desired underestimate factor:
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const vec3 area_contrib_underestimate =
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bloom_underestimate_levels * max_area_contribution_approx;
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const vec3 intensity_underestimate =
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bloom_underestimate_levels * intensity;
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// Calculate the blur_ratio, the ratio of intensity we want to blur:
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#ifdef BRIGHTPASS_AREA_BASED
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// This area-based version changes blur_ratio more smoothly and blurs
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// more, clipping less but offering less phosphor differentiation:
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const vec3 phosphor_blur_underestimate = bloom_underestimate_levels *
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phosphor_blur_approx;
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const vec3 soft_intensity = max(intensity_underestimate,
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phosphor_blur_underestimate * mask_amplify);
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const vec3 blur_ratio_temp =
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((vec3(1.0) - area_contrib_underestimate) /
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soft_intensity - vec3(1.0)) / (center_weight - 1.0);
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#else
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const vec3 blur_ratio_temp =
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((vec3(1.0) - area_contrib_underestimate) /
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intensity_underestimate - vec3(1.0)) / (center_weight - 1.0);
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#endif
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const vec3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
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// Calculate the brightpass based on the auto-dimmed, unamplified, masked
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// scanlines, encode if necessary, and return!
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const vec3 brightpass = intensity_dim *
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mix(blur_ratio, vec3(1.0), bloom_excess);
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FragColor = encode_output(vec4(brightpass, 1.0));
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}
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