mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
119 lines
3.8 KiB
Plaintext
119 lines
3.8 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Hyllian's crt-nobody Shader
|
||
|
|
||
|
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||
|
|
||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
of this software and associated documentation files (the "Software"), to deal
|
||
|
in the Software without restriction, including without limitation the rights
|
||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
copies of the Software, and to permit persons to whom the Software is
|
||
|
furnished to do so, subject to the following conditions:
|
||
|
|
||
|
The above copyright notice and this permission notice shall be included in
|
||
|
all copies or substantial portions of the Software.
|
||
|
|
||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||
|
THE SOFTWARE.
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float VSCANLINES;
|
||
|
float SCAN_SIZE;
|
||
|
float COLOR_BOOST;
|
||
|
float InputGamma;
|
||
|
float OutputGamma;
|
||
|
} param;
|
||
|
|
||
|
#pragma parameter VSCANLINES "Vertical Scanlines" 0.0 0.0 1.0 1.0
|
||
|
#pragma parameter SCAN_SIZE "Scanlines Size" 0.86 0.0 1.0 0.01
|
||
|
#pragma parameter COLOR_BOOST "Color Boost" 1.25 1.0 2.0 0.05
|
||
|
#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 4.0 0.1
|
||
|
#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1
|
||
|
|
||
|
#define VSCANLINES param.VSCANLINES
|
||
|
#define SCAN_SIZE param.SCAN_SIZE
|
||
|
#define COLOR_BOOST param.COLOR_BOOST
|
||
|
#define InputGamma param.InputGamma
|
||
|
#define OutputGamma param.OutputGamma
|
||
|
|
||
|
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||
|
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
|
||
|
|
||
|
#define PIX_SIZE 1.11
|
||
|
|
||
|
float pix_sizex = mix(PIX_SIZE, SCAN_SIZE, VSCANLINES);
|
||
|
float scan_sizey = mix(SCAN_SIZE, PIX_SIZE, VSCANLINES);
|
||
|
|
||
|
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 * 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;
|
||
|
|
||
|
float wgt(float size)
|
||
|
{
|
||
|
size = clamp(size, -1.0, 1.0);
|
||
|
|
||
|
size = 1.0 - size * size;
|
||
|
|
||
|
return size * size * size;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 pix_coord = vTexCoord*param.SourceSize.xy;
|
||
|
vec2 tc = (floor(pix_coord)+vec2(0.5, 0.5)) * param.SourceSize.zw; // tc = texel coord
|
||
|
vec2 pos = fract(pix_coord)-vec2(0.5, 0.5); // pos = pixel position
|
||
|
vec2 dir = sign(pos); // dir = pixel direction
|
||
|
pos = abs(pos);
|
||
|
|
||
|
vec2 g1 = dir*vec2( param.SourceSize.z, 0);
|
||
|
vec2 g2 = dir*vec2( 0, param.SourceSize.w);
|
||
|
|
||
|
vec3 A = GAMMA_IN(texture(Source, tc ).xyz);
|
||
|
vec3 B = GAMMA_IN(texture(Source, tc +g1 ).xyz);
|
||
|
vec3 C = GAMMA_IN(texture(Source, tc +g2).xyz);
|
||
|
vec3 D = GAMMA_IN(texture(Source, tc +g1+g2).xyz);
|
||
|
|
||
|
vec2 dx = vec2(pos.x, 1.0-pos.x) / pix_sizex;
|
||
|
vec2 dy = vec2(pos.y, 1.0-pos.y) / scan_sizey;
|
||
|
|
||
|
vec2 wx = vec2(wgt(dx.x), wgt(dx.y));
|
||
|
vec2 wy = vec2(wgt(dy.x), wgt(dy.y));
|
||
|
|
||
|
vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y;
|
||
|
|
||
|
color *= COLOR_BOOST;
|
||
|
|
||
|
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||
|
}
|