mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
135 lines
3.8 KiB
Plaintext
135 lines
3.8 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Adapted for RetroArch from frutbunn's "Another CRT shader" from shadertoy:
|
||
|
https://www.shadertoy.com/view/XdyGzR
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float CURVATURE;
|
||
|
float SCANLINES;
|
||
|
float CURVED_SCANLINES;
|
||
|
float LIGHT;
|
||
|
float light;
|
||
|
float blur;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter CURVATURE "Curvature Toggle" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter SCANLINES "Scanlines Toggle" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter CURVED_SCANLINES "Scanline Curve Toggle" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter LIGHT "Vignetting Toggle" 1.0 0.0 1.0 1.0
|
||
|
#pragma parameter light "Vignetting Strength" 9.0 0.0 20.0 1.0'
|
||
|
#pragma parameter blur "Blur Strength" 1.0 0.0 8.0 0.05
|
||
|
|
||
|
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 CURVATURE 1. //moved to parameter
|
||
|
//#define SCANLINES 1. //moved to parameter
|
||
|
//#define CURVED_SCANLINES 1. //moved to parameter
|
||
|
#define BLURRED 1.
|
||
|
//#define LIGHT 1. //moved to parameter
|
||
|
|
||
|
const float gamma = 1.;
|
||
|
const float contrast = 1.;
|
||
|
const float saturation = 1.;
|
||
|
const float brightness = 1.;
|
||
|
|
||
|
//const float light = 9.; //moved to parameter
|
||
|
//const float blur = 1.0; //moved to parameter
|
||
|
|
||
|
// Sigma 1. Size 3
|
||
|
vec3 gaussian(in vec2 uv, in sampler2D tex, in vec2 iResolution) {
|
||
|
float b = params.blur / (iResolution.x / iResolution.y);
|
||
|
|
||
|
vec3 col = texture(tex, vec2(uv.x - b/iResolution.x, uv.y - b/iResolution.y) ).rgb * 0.077847;
|
||
|
col += texture(tex, vec2(uv.x - b/iResolution.x, uv.y) ).rgb * 0.123317;
|
||
|
col += texture(tex, vec2(uv.x - b/iResolution.x, uv.y + b/iResolution.y) ).rgb * 0.077847;
|
||
|
|
||
|
col += texture(tex, vec2(uv.x, uv.y - b/iResolution.y) ).rgb * 0.123317;
|
||
|
col += texture(tex, vec2(uv.x, uv.y) ).rgb * 0.195346;
|
||
|
col += texture(tex, vec2(uv.x, uv.y + b/iResolution.y) ).rgb * 0.123317;
|
||
|
|
||
|
col += texture(tex, vec2(uv.x + b/iResolution.x, uv.y - b/iResolution.y) ).rgb * 0.077847;
|
||
|
col += texture(tex, vec2(uv.x + b/iResolution.x, uv.y) ).rgb * 0.123317;
|
||
|
col += texture(tex, vec2(uv.x + b/iResolution.x, uv.y + b/iResolution.y) ).rgb * 0.077847;
|
||
|
|
||
|
return col;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 st = vTexCoord - vec2(0.5);
|
||
|
|
||
|
// Curvature/light
|
||
|
float d = length(st*.5 * st*.5);
|
||
|
vec2 uv;
|
||
|
if (params.CURVATURE > 0.5){
|
||
|
uv = st*d + st*.935;
|
||
|
}else{
|
||
|
uv = st;
|
||
|
}
|
||
|
|
||
|
// CRT color blur
|
||
|
#ifdef BLURRED
|
||
|
vec3 color = gaussian(uv+.5, Source, params.SourceSize.xy * 2.0);
|
||
|
#else
|
||
|
vec3 color = texture(Source, uv+.5).rgb;
|
||
|
#endif
|
||
|
|
||
|
// Light
|
||
|
if (params.LIGHT > 0.5){
|
||
|
float l = 1. - min(1., d*params.light);
|
||
|
color *= l;
|
||
|
}
|
||
|
|
||
|
// Scanlines
|
||
|
float y;
|
||
|
if (params.CURVED_SCANLINES > 0.5){
|
||
|
y = uv.y;
|
||
|
}else{
|
||
|
y = st.y;
|
||
|
}
|
||
|
|
||
|
float showScanlines = 1.;
|
||
|
// if (params.SourceSize.y<360.) showScanlines = 0.;
|
||
|
|
||
|
if (params.SCANLINES > 0.5){
|
||
|
float s = 2.5 + params.OutputSize.y * params.SourceSize.w;//1. - smoothstep(params.SourceSize.x, params.OutputSize.x, params.SourceSize.y) + 4.;//1. - smoothstep(320., 1440., params.SourceSize.y) + 4.;
|
||
|
float j = cos(y*params.SourceSize.y*s)*.25; // values between .01 to .25 are ok.
|
||
|
color = abs(showScanlines-1.)*color + showScanlines*(color - color*j);
|
||
|
// color *= 1. - ( .01 + ceil(mod( (st.x+.5)*params.SourceSize.x, 3.) ) * (.995-1.01) )*showScanlines;
|
||
|
}
|
||
|
|
||
|
// Border mask
|
||
|
if (params.CURVATURE > 0.5){
|
||
|
float m = max(0.0, 1. - 2.*max(abs(uv.x), abs(uv.y) ) );
|
||
|
m = min(m*200., 1.);
|
||
|
color *= m;
|
||
|
}
|
||
|
|
||
|
FragColor = vec4(color, 1.0);//vec4(max(vec3(.0), min(vec3(1.), color)), 1.);
|
||
|
}
|