diff --git a/crt/shaders/vt220/vt220.slang b/crt/shaders/vt220/vt220.slang new file mode 100644 index 0000000..614fc02 --- /dev/null +++ b/crt/shaders/vt220/vt220.slang @@ -0,0 +1,303 @@ +#version 450 + +// vt220 +// by sprash3 +// https://www.shadertoy.com/view/XdtfzX + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +#pragma parameter curvature "Curve Radius" 3.0 0.0 10.0 0.1 +#pragma parameter width "Width" 1.0 0.0 2.0 0.01 +#pragma parameter height "Height" 1.12 0.0 2.0 0.01 +#pragma parameter smoothness "Border Blur" 1.0 0.0 10.0 0.1 +#pragma parameter shine "Screen Reflection" 1.0 0.0 10.0 0.1 +#pragma parameter blur_size "Reflection Blur" 3.0 0.0 5.0 0.05 +#pragma parameter dimmer "Ambient Brightness" 0.5 0.0 1.0 0.05 +#pragma parameter csize "Corner size" 0.045 0.0 0.07 0.01 +#pragma parameter mask "Mask Type" 2.0 0.0 19.0 1.0 +#pragma parameter mask_strength "Mask Strength" 0.5 0.0 1.0 0.05 +#pragma parameter zoom "Viewing Distance" 0.85 0.0 2.0 0.01 +#pragma parameter SCANLINE_SINE_COMP_B "Scanline Darkness" 0.15 0.0 1.0 0.05 +#pragma parameter ntsc_toggle "NTSC Toggle" 0.0 0.0 1.0 1.0 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + float ntsc_toggle, curvature, width, height, smoothness, shine, blur_size, dimmer, csize, mask, zoom, mask_strength, SCANLINE_BASE_BRIGHTNESS, SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B; +} global; + +#define SCANLINE_SINE_COMP_B global.SCANLINE_SINE_COMP_B + +int mask_picker = int(global.mask); +vec2 omega = vec2(3.141592654 * params.OutputSize.x, 2.0 * 3.141592654 * params.SourceSize.y); + +#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.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D Original; + +#define iTime (float(params.FrameCount) / 60.0) +const vec3 iMouse = vec3(0.0); +#define iResolution params.OutputSize.xy + +//#define LIGHTS_ON true +//#define LIGHTS_ON false +//#define LIGHTS_ON sin(fract(iTime/23.)+2.74) + 0.1*abs(sin(iTime*1000.)) <.0 + +#define WIDTH 0.48 * global.width +#define HEIGHT 0.3 * global.height +#define CURVE global.curvature +#define SMOOTH 0.004 * global.smoothness +#define SHINE 0.66 * global.shine + +#define PHOSPHOR_COL vec4(0.75, 0.75, 0.75, 0.0) +#define BEZEL_COL vec4(0.8, 0.8, 0.6, 0.0) + +#define REFLECTION_BLUR_ITERATIONS 5 +#define REFLECTION_BLUR_SIZE 0.04 * global.blur_size + +#include "../../../include/subpixel_masks.h" + +vec3 scanline(vec3 res, vec2 coord) +{ + vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B); + vec3 scanline = res * ((1.0 - SCANLINE_SINE_COMP_B/3.) + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); + return vec3(scanline.x, scanline.y, scanline.z); +} + + +float roundSquare(vec2 p, vec2 b, float r) +{ + return length(max(abs(p)-b,0.0))-r; +} + +float rand(vec2 co){ + return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); +} + +vec2 CurvedSurface(vec2 uv, float r) +{ + return r * uv/sqrt(r * r - dot(uv, uv)); +} + +float corner(vec2 coord) +{ + coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); + coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.OutputSize.y/params.OutputSize.x); + vec2 cdist = vec2(max(global.csize, max((1.0-smoothstep(100.0,600.0,800.0))*0.01,0.002))); + coord = (cdist - min(coord,cdist)); + float dist = sqrt(dot(coord,coord)); + return clamp((cdist.x-dist)*800.0,0.0, 1.0); +} + +// Coordinates for content +vec2 crtCurvA(vec2 uv) +{ + float r = CURVE; + if (iMouse.z > 0.) r *= exp(0.5 - iMouse.y/iResolution.y); + uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 1.88 * global.zoom; + uv = CurvedSurface(uv, r); + uv *= 0.5 / vec2(WIDTH, HEIGHT); + uv *= vec2(0.985,0.95); + uv = (uv / 2.0) + 0.5; + if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5; + + return uv; +} + +// Coordinates for the rest +vec2 crtCurvB(vec2 uv, float r) +{ + r = CURVE * r; + if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y); + uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom; + uv = CurvedSurface(uv, r); + uv = (uv / 2.0) + 0.5; + if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5; + + return uv; +} + +// Coordinates for the shine +vec2 crtCurvS(vec2 uv, float r) +{ + r = CURVE * r; + if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y); + uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom; + uv = CurvedSurface(uv, r); + uv = (uv / 2.0) + 0.5; + + return uv; +} + + +// standard roundSquare +float stdRS(vec2 uv, float r) +{ + return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05); +} + +// Calculate normal to distance function and move along +// normal with distance to get point of reflection +vec2 borderReflect(vec2 p, float r) +{ + float eps = 0.0001; + vec2 epsx = vec2(eps,0.0); + vec2 epsy = vec2(0.0,eps); + vec2 b = (1.+vec2(r,r))* 0.5; + r /= 3.0; + + p -= 0.5; + vec2 normal = vec2(roundSquare(p-epsx,b,r)-roundSquare(p+epsx,b,r), + roundSquare(p-epsy,b,r)-roundSquare(p+epsy,b,r))/eps; + float d = roundSquare(p, b, r); + p += 0.5; + p = vec2(1.-p.x,p.y); + return p + d*normal; +} + +vec2 getCurves(in vec2 coord, out vec2 uvC, out vec2 uvS, out vec2 uvE) +{ + uvC = crtCurvA(coord); // Content Layer + uvS = crtCurvB(coord, 1.); // Screen Layer + uvE = crtCurvB(coord, 1.25); // Enclosure Layer + + return uvC; +} + +vec4 bezelGen(sampler2D iChannel0, vec2 fragCoord, vec4 image) +{ + vec4 c = vec4(0.0, 0.0, 0.0, 0.0); + +// curvature needs to be applied to host shader + vec2 uvC, uvS, uvE; + uvC = getCurves(fragCoord, uvC, uvS, uvE); +// end curvature + + vec4 c1 = vec4(0.0); vec4 c2 = vec4(0.0); +// if (LIGHTS_ON) { + // From my shader https://www.shadertoy.com/view/MtBXW3 + + float ambient = 0.1; + + // Glass Shine + vec2 uvSh = crtCurvS(fragCoord, 1.); + c1 += max(0.0, SHINE - distance(uvSh, vec2(0.5, 1.0))) * + smoothstep(SMOOTH/2.0, -SMOOTH/2.0, stdRS(uvS + vec2(0., 0.03), 0.0)); + + // Ambient + c1 += max(0.0, ambient - 0.5*distance(uvS, vec2(0.5,0.5))) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0)); + + // Enclosure Layer + uvSh = crtCurvS(fragCoord, 1.25); + vec4 b = vec4(0., 0., 0., 0.); + for(int i=0; i<12; i++) + b += (clamp(BEZEL_COL + rand(uvSh+float(i))*0.05-0.025, 0., 1.) + + rand(uvE+1.0+float(i))*0.25 * cos((uvSh.x-0.5)*3.1415*1.5))/12.; + + // Inner Border + const float HHW = 0.5 * HEIGHT/WIDTH; + + c1 += b/3.*( 1. + smoothstep(HHW - 0.025, HHW + 0.025, abs(atan(uvS.x-0.5, uvS.y-0.5))/3.1415) + + smoothstep(HHW + 0.025, HHW - 0.025, abs(atan(uvS.x-0.5, 0.5-uvS.y))/3.1415) )* + smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); + + // Inner Border Shine + c1 += (b - 0.4)* + smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) * + smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.05, 0.05)); + + // Outer Border + c1 += b * + smoothstep(-SMOOTH, SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) * + smoothstep(SMOOTH, -SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); + + // Outer Border Shine + c1 += (b - 0.4)* + smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.15, 0.05)) * + smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); + + // Table and room + c1 += max(0. , (1. - 2.0* fragCoord.y/iResolution.y)) * vec4(1, 1, 1, 0.) * + smoothstep(-0.25, 0.25, roundSquare(uvC - vec2(0.5, -0.2), vec2(WIDTH+0.25, HEIGHT-0.15), .1)) * + smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); + +// } else { + // From my shader https://www.shadertoy.com/view/lt2SDK + + ambient = 0.2; + + // Ambient + c2 += max(0.0, ambient - 0.3*distance(uvS, vec2(0.5,0.5))) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0)); + + // Inner Border + c2 += BEZEL_COL * ambient * 0.7 * + smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); + + // Corner + c2 -= (BEZEL_COL )* + smoothstep(-SMOOTH*2.0, SMOOTH*10.0, stdRS(uvE, 0.05)) * + smoothstep(SMOOTH*2.0, -SMOOTH*2.0, stdRS(uvE, 0.05)); + + // Outer Border + c2 += BEZEL_COL * ambient * + smoothstep(-SMOOTH, SMOOTH, stdRS(uvE, 0.05)) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.15)); + + // Inner Border Reflection + for(int i = 0; i < REFLECTION_BLUR_ITERATIONS; i++) + { + vec2 uvR = borderReflect(uvC + (vec2(rand(uvC+float(i)), rand(uvC+float(i)+0.1))-0.5)*REFLECTION_BLUR_SIZE, 0.05) ; + c2 += (PHOSPHOR_COL - BEZEL_COL*ambient) * texture(iChannel0, 1.-vec2(uvR.x, uvR.y)) / float(REFLECTION_BLUR_ITERATIONS) * + smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * + smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); + } +// commenting because mipmaps are a crapshoot with slang; TODO: try again with GLSL +// // Bloom using composed MipMaps +// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 3.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; +// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 4.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; +// c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 5.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; +// } + // mix light and dark for variable brightness + c = mix(c2, c1, global.dimmer); + + if (uvC.x > 0. && uvC.x < 1. && uvC.y > 0. && uvC.y < 1.) + c += vec4(image); + return c; +} + +void main() +{ + vec2 fragCoord = vec2(vTexCoord.x, 1.0-vTexCoord.y) * params.OutputSize.xy; + vec2 uvC, uvS, uvE; + uvC = getCurves(fragCoord, uvC, uvS, uvE); + + vec3 sample_image = (global.ntsc_toggle > 0.5) ? texture(Source, vec2(uvC.x, 1.0-uvC.y)).rgb : texture(Original, vec2(uvC.x, 1.0-uvC.y)).rgb; + + vec4 image = vec4(sample_image * corner(uvC) * mask_weights(gl_FragCoord.xy, global.mask_strength, mask_picker), 1.0); + image.rgb = pow(image.rgb, vec3(2.5/2.2)); //CRT-like gamma correction + image.rgb = scanline(image.rgb, uvC.xy); //apply scanlines + FragColor = (global.ntsc_toggle > 0.5) ? bezelGen(Source, fragCoord.xy, image) : bezelGen(Original, fragCoord.xy, image); //apply bezel +} \ No newline at end of file diff --git a/crt/vt220.slangp b/crt/vt220.slangp new file mode 100644 index 0000000..14fc30a --- /dev/null +++ b/crt/vt220.slangp @@ -0,0 +1,18 @@ +shaders = 3 + +shader0 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang +scale_type0 = source +scale_x0 = 4.0 +filter_linear0 = false +scale_y0 = 1.0 +float_framebuffer0 = true + +shader1 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang +scale_type1 = source +scale_x1 = 0.5 +scale_y1 = 1.0 +filter_linear1 = false + +shader2 = shaders/vt220/vt220.slang +mipmap_input2 = true +wrap_mode2 = mirrored_repeat \ No newline at end of file diff --git a/include/subpixel_masks.h b/include/subpixel_masks.h index 04b6235..4ce95b5 100644 --- a/include/subpixel_masks.h +++ b/include/subpixel_masks.h @@ -1,5 +1,5 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){ - vec3 weights = vec3(0.,0.,0.); + vec3 weights = vec3(1.,1.,1.); float intens = 1.; float inv = 1.-mask_intensity; vec3 green = vec3(inv, intens, inv);