slang-shaders/bezel/koko-aio/shaders/first_pass.slang

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#version 450
#include "config.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
#include "includes/functions.include.slang"
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
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#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "includes/functions.include.slang"
vec3 pixel_flickering() {
/* Simulates the flickering effect of the interlaced screens.
* As I remember, it was visible when a line and the next had high
* luminosity differences.
* So we need to sample the current line and the previous one
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* (eventually applying color corrections to both).
*
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* Repeating the following:
* On frame 0, return the "clean" pixel
* On frame 1, mix the upper pixel with the current one
* On frame 2, mix the lower pixel with the current one
*
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* The effect of the mix is the flickering itself, and we modulate
* the mix according to the luminance difference between the current
* pixel and the mixed one.
*
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* We choose to alternate on a period of 3,
* (thus considering the upper pixel and the lower one)
* or else the high pixel persistance of lcd displays wont allow
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* to see the effect (the lcd panel would just mix the pixels by itself (meh).
*/
vec3 pixel_cur = texture(Source,vTexCoord).rgb;
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float mymod = params.FrameCount % 3;
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if (mymod == 0.0) return pixel_cur;
float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ;
vec3 flickline;
if (mymod == 1.0 )
flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
else if (mymod == 2.0)
flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb;
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float lumdiff = (flickline.r+flickline.g+flickline.b)/3.0 -
(pixel_cur.r+pixel_cur.g+pixel_cur.b)/3.0;
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if (lumdiff > 0.0) {
lumdiff = scale_to_range(lumdiff,0.0,SCANLINE_FLICKERING_POWER);
return mix(pixel_cur,flickline,lumdiff);
} else {
return pixel_cur;
}
}
void debug() {
//Just test patterns here
vec3 pixel_debug;
//Use one of the following to debug:
//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/5.0))); //white fade
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//pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade
//pixel_debug=vec3(0.9);
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//pixel_debug=vec3(0.0,1.0,0.0);
//pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x;
//pixel_debug=vec3(vTexCoord.x); //H bw gradient
pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray
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//pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray
//pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray
//pixel_debug=vec3(floor(vTexCoord.x*256)/256); //H bw gradient 256gray
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//pixel_debug=vec3(1,0,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64
// float blink_time = 20;
// if (mod(params.FrameCount,blink_time*2) < blink_time) pixel_debug=vec3(0.2) ; else pixel_debug=vec3(1.0);
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//FragColor = vec4(color_tools(pixel_debug).rgb,1.0);
//White circle, blinking
/* float blink_time = 20;
vec2 center = vTexCoord - vec2(0.5,0.5);
float radius = 0.1;
pixel_debug = vec3(1 - step(radius, length(center)));
pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time));
*/
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FragColor = vec4(pixel_debug,1.0);
}
void main() {
/*vec4 pixel_debug=texture(Source,vTexCoord);
float mymod = int(mod(vTexCoord.y * params.OutputSize.y , 2.0 )) ;
pixel_debug.a *= float( (mymod != 0.0) ) ;
FragColor = pixel_debug;
return;
*/
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//debug(); return;
/* since flickering code needs
luminosity difference between 2 vertical lines
both have to be processed through color corrections and rgb pixel offsets.
before flickering code can operate. (pixel_no_flicker)
Therefore we call pixel_no_flicker inside it when we want flickering scanlines
and outside id when we dont.
*/
vec3 pixel_out;
if (DO_SCANLINES == 0.0)
pixel_out = texture(Source, vTexCoord).rgb;
else if (scanline_have_to_flicker(is_interlaced()))
pixel_out = pixel_flickering();
else
//Implicit else: DO_SCANLINES == 1.0 but no flickering needed.
pixel_out = texture(Source, vTexCoord).rgb;
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if (DO_RF_NOISE > 0.0) {
vec3 noise = vec3(random(RF_NOISE_STRENGTH, vTexCoord * params.FrameCount));
pixel_out += noise;
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}
//Here lies the blur modifier from ntsc pass to glow.
//I'm not expecting any performance hit, since the lookup should have been cached alreadyl
float pixel_alpha = texture(Source, vTexCoord).a;
FragColor = vec4(pixel_out, pixel_alpha);
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}