mirror of
https://github.com/italicsjenga/slang-shaders.git
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162 lines
5.8 KiB
Plaintext
162 lines
5.8 KiB
Plaintext
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#version 450
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/*
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* CRT-simple shader
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*
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* Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
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* ported and improved by DariusG @2023
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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 (at your option)
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* any later version.
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*
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*
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*/
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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 DISTORTION,SCANLINE,INPUTGAMMA,OUTPUTGAMMA,MASK,SIZE;
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} params;
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// Parameter lines go here:
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#pragma parameter DISTORTION "Distortion" 0.12 0.0 0.30 0.01
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#pragma parameter SCANLINE "Scanline Weight" 0.3 0.2 0.6 0.05
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#pragma parameter INPUTGAMMA "Input Gamma" 2.4 0.0 4.0 0.05
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#pragma parameter OUTPUTGAMMA "Output Gamma" 2.2 0.0 4.0 0.05
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#pragma parameter MASK "Mask Brightness" 0.7 0.0 1.0 0.05
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#pragma parameter SIZE "Mask Size" 1.0 1.0 2.0 1.0
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#define DISTORTION params.DISTORTION
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#define SCANLINE params.SCANLINE
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#define INPUTGAMMA params.INPUTGAMMA
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#define OUTPUTGAMMA params.OUTPUTGAMMA
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#define MASK params.MASK
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#define SIZE params.SIZE
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#define SourceSize params.SourceSize
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#define OriginalSize params.OriginalSize
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#define OutputSize params.OutputSize
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#define CURVATURE
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#define PI 3.141592653589
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#define outgamma 1.0 / OUTPUTGAMMA
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#define scale SourceSize.xy/OriginalSize.xy
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#define pi 3.141592654
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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 * 1.0001;
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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 = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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// Calculate the influence of a scanline on the current pixel.
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//
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// 'distance' is the distance in texture coordinates from the current
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// pixel to the scanline in question.
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// 'color' is the colour of the scanline at the horizontal location of
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// the current pixel.
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vec4 scanlineWeights(float distance, vec4 color)
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{
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// The "width" of the scanline beam is set as 2*(1 + x^4) for
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// each RGB channel.
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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// The "weights" lines basically specify the formula that gives
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// you the profile of the beam, i.e. the intensity as
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// a function of distance from the vertical center of the
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// scanline. In this case, it is gaussian if width=2, and
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// becomes nongaussian for larger widths. Ideally this should
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// be normalized so that the integral across the beam is
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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vec4 weights = vec4(distance / SCANLINE);
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return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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}
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(DISTORTION, DISTORTION*1.5);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= SourceSize.xy/OriginalSize.xy;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0); // If out of bounds, return an invalid value.
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else
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{
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coord += vec2(0.5);
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coord /= SourceSize.xy/OriginalSize.xy;
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}
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return coord;
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}
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void main()
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{
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// Texture coordinates of the texel containing the active pixel.
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vec2 abspos = vTexCoord.xy*SourceSize.xy*scale;
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vec2 xy;
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#ifdef CURVATURE
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xy = Distort(vTexCoord.xy); float xblur = xy.x;
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#else
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xy = vTexCoord.xy;
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#endif
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// Of all the pixels that are mapped onto the texel we are
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// currently rendering, which pixel are we currently rendering?
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vec2 ratio_scale = xy * SourceSize.xy - 0.5;
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vec2 uv_ratio = fract(ratio_scale);
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// Snap to the center of the underlying texel.
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xy = (floor(ratio_scale) + 0.5) / SourceSize.xy;
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xy.x = xblur;
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// Calculate the effective colour of the current and next
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// scanlines at the horizontal location of the current pixel.
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vec4 col = texture(Source,xy);
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col=pow(col,vec4(INPUTGAMMA));
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vec4 col2 = texture(Source,xy + vec2(0.0, SourceSize.w));
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col2=pow(col2,vec4(INPUTGAMMA));
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// Calculate the influence of the current and next scanlines on
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// the current pixel.
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vec4 weights = scanlineWeights(uv_ratio.y, col);
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vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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vec3 mul_res = (col * weights + col2 * weights2).rgb;
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vec2 fragCoord = vTexCoord*OutputSize.xy;
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// dot-mask emulation:
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vec3 dotMaskWeights = mix(vec3(MASK), vec3(1.0),fract(fragCoord.x*0.5/SIZE));
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mul_res *= dotMaskWeights;
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FragColor = vec4(vec3(pow(mul_res, vec3(outgamma))), 1.0);
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}
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