add vt220 shader and preset

This commit is contained in:
hunterk 2020-02-19 11:23:13 -06:00
parent 2a48ab3052
commit 1883ed12b7
3 changed files with 322 additions and 1 deletions

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#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
}

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crt/vt220.slangp Normal file
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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

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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){ 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 intens = 1.;
float inv = 1.-mask_intensity; float inv = 1.-mask_intensity;
vec3 green = vec3(inv, intens, inv); vec3 green = vec3(inv, intens, inv);