mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
320 lines
9.3 KiB
Plaintext
320 lines
9.3 KiB
Plaintext
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#version 450
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// Moire compensation
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// by hunterk
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// based on work from Timothy Lottes
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// https://www.shadertoy.com/view/4dfyWj
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// https://www.shadertoy.com/view/MtSfRK
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// license: public domain
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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 moire_test;
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float moire_mitigation;
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float warpX;
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float warpY;
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float shadowMask;
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float maskDark;
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float maskLight;
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float THICKNESS;
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float DARKNESS;
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float scanline_toggle;
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float mask_curvature;
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} params;
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#pragma parameter moire_test "Moire Test" 0.0 0.0 1.0 1.0
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#pragma parameter moire_mitigation "Moire Mitigation" 4.0 1.0 10.0 1.0
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#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
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#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0
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#pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0
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#pragma parameter DARKNESS "Scanline Darkness" 0.35 0.0 1.0 0.05
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#pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter mask_curvature "Mask Curvature" 0.0 0.0 1.0 1.0
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#define iTime mod(float(params.FrameCount) / 60.0, 600.0)
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#define fragCoord (vTexCoord.xy * params.OutputSize.xy)
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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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#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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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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// Convert from linear to sRGB.
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//float Srgb(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));}
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// Convert from sRGB to linear.
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//float Linear(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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float Linear(float c){return pow(c, 2.2);}
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//
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// Semi-Poor Quality Temporal Noise
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//
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// Base.
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// Ripped ad modified from: https://www.shadertoy.com/view/4djSRW
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float Noise(vec2 p,float x){p+=x;
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vec3 p3=fract(vec3(p.xyx)*10.1031);
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p3+=dot(p3,p3.yzx+19.19);
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return (fract((p3.x+p3.y)*p3.z)*2.0-1.0) / pow(2.0, 11.0 - params.moire_mitigation);}
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// Step 1 in generation of the dither source texture.
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float Noise1(vec2 uv,float n){
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float a=1.0,b=2.0,c=-12.0,t=1.0;
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return (1.0/max(a*4.0+b*4.0,-c))*(
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Noise(uv+vec2(-1.0,-1.0)*t,n)*a+
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Noise(uv+vec2( 0.0,-1.0)*t,n)*b+
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Noise(uv+vec2( 1.0,-1.0)*t,n)*a+
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Noise(uv+vec2(-1.0, 0.0)*t,n)*b+
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Noise(uv+vec2( 0.0, 0.0)*t,n)*c+
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Noise(uv+vec2( 1.0, 0.0)*t,n)*b+
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Noise(uv+vec2(-1.0, 1.0)*t,n)*a+
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Noise(uv+vec2( 0.0, 1.0)*t,n)*b+
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Noise(uv+vec2( 1.0, 1.0)*t,n)*a+
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0.0);}
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// Step 2 in generation of the dither source texture.
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float Noise2(vec2 uv,float n){
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float a=1.0,b=2.0,c=-2.0,t=1.0;
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return (1.0/(a*4.0+b*4.0))*(
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Noise1(uv+vec2(-1.0,-1.0)*t,n)*a+
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Noise1(uv+vec2( 0.0,-1.0)*t,n)*b+
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Noise1(uv+vec2( 1.0,-1.0)*t,n)*a+
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Noise1(uv+vec2(-1.0, 0.0)*t,n)*b+
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Noise1(uv+vec2( 0.0, 0.0)*t,n)*c+
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Noise1(uv+vec2( 1.0, 0.0)*t,n)*b+
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Noise1(uv+vec2(-1.0, 1.0)*t,n)*a+
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Noise1(uv+vec2( 0.0, 1.0)*t,n)*b+
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Noise1(uv+vec2( 1.0, 1.0)*t,n)*a+
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0.0);}
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// Compute temporal dither from integer pixel position uv.
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float Noise3(vec2 uv){return Noise2(uv,fract(iTime));}
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// Energy preserving dither, for {int pixel pos,color,amount}.
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vec2 Noise4(vec2 uv,vec2 c,float a){
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// Grain value {-1 to 1}.
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vec2 g=vec2(Noise3(uv)*2.0);
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// Step size for black in non-linear space.
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float rcpStep=1.0/(256.0-1.0);
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// Estimate amount negative which still quantizes to zero.
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vec2 black=vec2(0.5*Linear(rcpStep));
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// Estimate amount above 1.0 which still quantizes to 1.0.
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vec2 white=vec2(2.0-Linear(1.0-rcpStep));
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// Add grain.
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return vec2(clamp(c+g*min(c+black,min(white-c,a)),0.0,1.0));}
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//
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// Pattern
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//
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// 4xMSAA pattern for quad given integer coordinates.
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//
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// . x . . | < pixel
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// . . . x |
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// x . . .
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// . . x .
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//
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// 01
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// 23
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//
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vec2 Quad4(vec2 pp){
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int q=(int(pp.x)&1)+((int(pp.y)&1)<<1);
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if(q==0)return pp+vec2( 0.25,-0.25);
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if(q==1)return pp+vec2( 0.25, 0.25);
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if(q==2)return pp+vec2(-0.25,-0.25);
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return pp+vec2(-0.25, 0.25);}
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// Rotate {0.0,r} by a {-1.0 to 1.0}.
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vec2 Rot(float r,float a){return vec2(r*cos(a*3.14159),r*sin(a*3.14159));}
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//
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// POOR QUALITY JITTERED
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//
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// Jittered position.
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vec2 Jit(vec2 pp){
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// Start with better baseline pattern.
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pp=Quad4(pp);
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// Very poor quality (clumping) move in disc around pixel.
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float n=Noise(pp,fract(iTime));
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float m=Noise(pp,fract(iTime*0.333))*0.5+0.5;
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m = sqrt(m) / 4.0;
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return pp+Rot(0.707*0.5*m,n);}
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//
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// POOR QUALITY JITTERED 4x
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//
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// Gaussian filtered jittered tap.
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void JitGaus4(inout vec2 sumC,inout vec2 sumW,vec2 pp,vec2 mm){
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vec2 jj=Jit(pp);
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vec2 c=jj;
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vec2 vv=mm-jj;
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float w=exp2(-1.0*dot(vv,vv));
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sumC+=c*vec2(w); sumW+=vec2(w);}
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// Many tap gaussian from poor quality jittered 4/sample per pixel
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//
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// . x x x .
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// x x x x x
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// x x x x x
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// x x x x x
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// . x x x .
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//
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vec2 ResolveJitGaus4(vec2 pp){
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vec2 ppp=(pp);
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vec2 sumC=vec2(0.0);
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vec2 sumW=vec2(0.0);
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JitGaus4(sumC,sumW,ppp+vec2(-1.0,-2.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 0.0,-2.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 1.0,-2.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-2.0,-1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-1.0,-1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 0.0,-1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 1.0,-1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 2.0,-1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-2.0, 0.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-1.0, 0.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 0.0, 0.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 1.0, 0.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 2.0, 0.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-2.0, 1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-1.0, 1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 0.0, 1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 1.0, 1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 2.0, 1.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2(-1.0, 2.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 0.0, 2.0),pp);
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JitGaus4(sumC,sumW,ppp+vec2( 1.0, 2.0),pp);
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return sumC/sumW;}
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vec2 moire_resolve(vec2 coord){
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vec2 pp = coord;
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vec2 cc = vec2(0.0, 0.0);
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cc = ResolveJitGaus4(pp);
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cc = Noise4(pp, cc, 1.0 / 32.0);
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cc = (params.moire_test > 0.5) ? pp : cc + vec2(0.0105, 0.015);
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return cc;
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY);
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return pos*0.5 + 0.5;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark);
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// Very compressed TV style shadow mask.
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if (params.shadowMask == 1.0)
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{
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float line = params.maskLight;
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float odd = 0.0;
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if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
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if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark;
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (params.shadowMask == 2.0)
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{
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (params.shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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// VGA style shadow mask.
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else if (params.shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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return mask;
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}
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vec4 scanlines(vec4 frame, vec2 coord, vec2 texture_size, vec2
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video_size, vec2 output_size)
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{
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float lines = fract(coord.y * texture_size.y);
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float scale_factor = floor((output_size.y / video_size.y) + 0.4999);
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float lightness = 1.0 - params.DARKNESS;
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return (params.scanline_toggle > 0.5 && (lines < (1.0 / scale_factor * params.THICKNESS)))
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? frame * vec4(lightness, lightness, lightness, lightness) : frame;
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}
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void main(){
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vec2 pp = moire_resolve(vTexCoord.xy);
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vec2 cc = Warp(pp);
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// Output
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FragColor=pow(texture(Source, cc), vec4(2.2));
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FragColor = scanlines(FragColor, cc, params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy);
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if (params.shadowMask > 0.0)
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FragColor.rgb *= Mask(((params.mask_curvature > 0.5) ? vTexCoord.xy : cc) * params.OutputSize.xy * 1.000001);
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FragColor = Srgb(FragColor);
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/* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = (cc);
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if ( bordertest.x > 0.0106 && bordertest.x < 0.9999 && bordertest.y > 0.016 && bordertest.y < 0.9999)
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FragColor.rgb = FragColor.rgb;
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else
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FragColor.rgb = vec3(0.0);
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}
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