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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
replace noise and curvature with simpler, faster versions
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@ -8,20 +8,27 @@ layout(push_constant) uniform Push
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float BLOOM_STRENGTH;
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float OUTPUT_GAMMA;
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float CURVATURE;
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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 cornersize;
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float cornersmooth;
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float noise_amt;
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} params;
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#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
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#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
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#pragma parameter CURVATURE "Curvature" 0.0 0.0 1.0 1.0
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#pragma parameter moire_mitigation "Moire:Noise Tradeoff" 4.0 1.0 10.0 1.0
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#pragma parameter warpX "Curvature X-Axis" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "Curvature Y-Axis" 0.041 0.0 0.125 0.01
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vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
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#pragma parameter cornersize "Corner Size" 0.01 0.001 1.0 0.005
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#define cornersize params.cornersize
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#pragma parameter cornersmooth "Corner Smoothness" 1000.0 80.0 2000.0 100.0
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#define cornersmooth params.cornersmooth
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#pragma parameter noise_amt "Noise Amount" 1.0 0.0 5.0 0.25
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#pragma parameter shadowMask "Mask Effect" 0.0 0.0 4.0 1.0
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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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@ -69,166 +76,49 @@ vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));}
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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.CURVATURE < 0.5) ? pp : cc + vec2(0.0105, 0.015);
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return cc;
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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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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float noise(vec2 p){
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vec2 ip = floor(p);
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
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return res*res;
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}
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const vec2 corner_aspect = vec2(1.0, 0.75);
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float corner(vec2 coord)
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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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coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(cornersize);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0);
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}
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vec2 Warp(vec2 texCoord){
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float offset_x = noise(sin(gl_FragCoord.xy) * float(mod(global.FrameCount, 361.)));
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float offset_y = noise(cos(gl_FragCoord.yx) * float(mod(global.FrameCount, 873.)));
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vec2 noisecoord = texCoord + vec2(offset_x, offset_y) * 0.001 * params.noise_amt;
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vec2 curvedCoords = noisecoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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// Shadow mask.
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@ -291,7 +181,7 @@ vec3 Mask(vec2 pos)
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void main()
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{
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vec2 pp = moire_resolve(vTexCoord.xy);
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vec2 pp = vTexCoord.xy;
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pp = (params.CURVATURE > 0.5) ? Warp(pp) : pp;
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#if BLOOM_ONLY
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@ -304,10 +194,11 @@ void main()
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#endif
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FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / params.OUTPUT_GAMMA)), 1.0);
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/* TODO/FIXME - hacky clamp fix */
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if ( pp.x > 0.0106 && pp.x < 0.9999 && pp.y > 0.016 && pp.y < 0.9999)
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if ( pp.x > 0.0001 && pp.x < 0.9999 && pp.y > 0.0001 && pp.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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FragColor.rgb *= corner(pp);
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if (params.shadowMask > 0.0)
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FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2));
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}
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