diff --git a/crt/gizmo-slotmask-crt.slangp b/crt/gizmo-slotmask-crt.slangp new file mode 100644 index 0000000..fa9b677 --- /dev/null +++ b/crt/gizmo-slotmask-crt.slangp @@ -0,0 +1,22 @@ +shaders = "1" +shader0 = "shaders/gizmo-slotmask-crt.slang" +filter_linear0 = "true" +wrap_mode0 = "clamp_to_border" +mipmap_input0 = "false" +alias0 = "" +float_framebuffer0 = "false" +srgb_framebuffer0 = "false" + +parameters = "BRIGHTNESS;HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;BGR_LCD_PATTERN;SHRINK;SNR;COLOUR_BLEEDING;GRID;SLOTMASK" +CURVATURE_X = "0.15" +CURVATURE_Y = "0.15" +BRIGHTNESS = "0.5" +HORIZONTAL_BLUR = "1.0" +VERTICAL_BLUR = "0.0" +BLUR_OFFSET = "0.65" +BGR_LCD_PATTERN = "0.0" +SHRINK = "0.0" +SNR = "2.6" +COLOUR_BLEEDING = "0.15" +GRID = "0.30" +SLOTMASK = "1.0" diff --git a/crt/shaders/gizmo-slotmask-crt.slang b/crt/shaders/gizmo-slotmask-crt.slang new file mode 100644 index 0000000..94aec38 --- /dev/null +++ b/crt/shaders/gizmo-slotmask-crt.slang @@ -0,0 +1,264 @@ +#version 450 +/* + * gizmo98 slotmask crt shader + * Copyright (C) 2023 gizmo98 + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the Free + * Software Foundation; either version 2 of the License, or (at your option) + * any later version. + * + * version 0.1, 10.05.2023 + * --------------------------------------------------------------------------------------- + * - initial commit + * + * https://github.com/gizmo98/gizmo-crt-shader + * + * This shader tries to mimic a CRT without extensive use of scanlines and masks and rgb pattern emulation. + * It uses horizontal subpixel scaling and adds brightness dependent scanline patterns and allows + * fractional scaling. + * + * HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive + * VERTICAL_BLUR vertical blur simulates N64 vertical blur + * BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch + * BRIGHTNESS makes scanlines more or less visible + * SHRINK scale screen in X direction + * SNR noise intensity + * COLOUR_BLEEDING colour bleeding intensity + * GRID slotmask intensity + * SLOTMASK switch between slotmask (1) and aperture grille (0) + * + * uses parts curvator of CRT-PI shader from davej https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-pi.glsl + * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX + * uses gold noise shader from dcerisano https://www.shadertoy.com/view/ltB3zD + */ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CURVATURE_X; + float CURVATURE_Y; + float BRIGHTNESS; + float HORIZONTAL_BLUR; + float VERTICAL_BLUR; + float BLUR_OFFSET; + float BGR_LCD_PATTERN; + float SHRINK; + float SNR; + float COLOUR_BLEEDING; + float GRID; + float SLOTMASK; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01 +#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01 +#pragma parameter BRIGHTNESS "Scanline Intensity" 0.5 0.05 1.0 0.05 +#pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0 +#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0 +#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05 +#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 +#pragma parameter SHRINK "Horizontal scale" 0.0 0.0 1.0 0.01 +#pragma parameter SNR "Noise intensity" 1.0 0.0 2.0 0.1 +#pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1 +#pragma parameter GRID "Grid intensity" 0.0 0.0 3.0 0.05 +#pragma parameter SLOTMASK "Use slot mask" 0.0 0.0 1.0 1.0 + +#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; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +float PHI = 1.61803398874989484820459; // Φ = Golden Ratio + +float gold_noise(in vec2 xy, in float seed){ + return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); +} + +vec2 saturateA(in vec2 x) +{ + return clamp(x, 0.0, 1.0); +} + +vec2 magnify(in vec2 uv, in vec2 res) +{ + uv *= res; + return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; +} + +vec4 textureAABlur(in vec2 uv){ + vec2 texSize = vec2(textureSize(Source, 0)); + uv = magnify(uv,texSize.xy); + uv = uv*texSize.xy + 0.5; + + vec2 iuv = floor(uv); + vec2 fuv = uv - iuv; + if (params.HORIZONTAL_BLUR == 1.0){ + vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; + vec2 uv2 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5)) / texSize.xy; + vec4 col1 = texture( Source, uv1 ); + vec4 col2 = texture( Source, uv2 ); + vec4 col = (col1 + col2) / vec4(2.0); + if (params.VERTICAL_BLUR == 1.0){ + vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 - params.BLUR_OFFSET)) / texSize.xy; + vec2 uv4 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5 - params.BLUR_OFFSET)) / texSize.xy; + vec4 col3 = texture( Source, uv3 ); + vec4 col4 = texture( Source, uv4 ); + col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0); + } + return col; + } + else{ + uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; + return texture( Source, uv ); + } +} + +vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){ + return vec4(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(uvb).b, 1.0); +} + +float GetFuv(in vec2 uv){ + vec2 texSize = vec2(textureSize(Source, 0)); + uv = uv*texSize.xy + 0.5; + vec2 iuv = floor(uv); + vec2 fuv = uv - iuv; + return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5); +} + +vec4 AddNoise(in vec4 col, in vec2 coord){ + /* Add some subpixel noise which simulates small CRT color variations */ + float iGlobalTime = float(params.FrameCount)*0.025; + float snr = params.SNR * 0.03125; + return clamp(col + gold_noise(coord,sin(iGlobalTime)) * snr - snr/2.0,0.0,1.0); +} + +vec4 AddScanlines(in vec4 col, in vec2 uvr, in vec2 uvg, in vec2 uvb){ + /* Add scanlines which are wider for dark colors. + You cannot see scanlines if color is bright. */ + vec2 texSize = vec2(textureSize(Source, 0)); + float brightness = 1.0 / params.BRIGHTNESS * 0.05; + float scale = (params.OutputSize.y / texSize.y) * 0.5; + float dim = brightness * scale; + col.rgb -= dim * (abs(1.5* (1.0 - col.rgb) * (0.5 - vec3(GetFuv(uvr), GetFuv(uvg), GetFuv(uvb))))); + return col; +} + +vec4 AddGrid(in vec4 col, in vec2 coord){ + vec2 texSize = vec2(textureSize(Source, 0)); + float scale = (params.OutputSize.x / texSize.y) * 0.25; + if (mod(floor((coord.x) * 1.0) ,3.0) == 0.0){ + col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID); + } + else{ + if (params.SLOTMASK == 1.0){ + float field = fract (coord.x / 6.0); + if(((field >= 0.166 && field <= 0.5) && (mod(floor(coord.y * 1.0 + 1.0),3.0) == 0.0)) || + ((field >= 0.666 && field <= 1.0) && (mod(floor(coord.y * 1.0),3.0) == 0.0))) + col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID*0.3); + } + } + return col; +} + +vec3 XCoords(in float coord, in float factor){ + float iGlobalTime = float(params.FrameCount)*0.025; + float spread = 1.0 / 3.0 + params.COLOUR_BLEEDING;; + vec3 coords = vec3(coord); + if(params.BGR_LCD_PATTERN == 1.0) + coords.r += spread * 2.0; + else + coords.b += spread * 2.0; + coords.g += spread; + coords *= factor; + return coords; +} + +float YCoord(in float coord, in float factor){ + return coord * factor; +} + +vec2 CURVATURE_DISTORTION = vec2(params.CURVATURE_X, params.CURVATURE_Y); +// Barrel distortion shrinks the display area a bit, this will allow us to counteract that. +vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); + +vec2 Distort(vec2 coord) +{ +// coord *= screenScale; // not necessary in slang + coord -= vec2(0.5); + float rsq = coord.x * coord.x + coord.y * coord.y; + coord += coord * (CURVATURE_DISTORTION * rsq); + coord *= barrelScale; + if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) + coord = vec2(-1.0); // If out of bounds, return an invalid value. + else + { + coord += vec2(0.5); +// coord /= screenScale; // not necessary in slang + } + + return coord; +} + +vec2 Jitter(vec2 coord) +{ + float iGlobalTime = float(params.FrameCount)*0.025; + coord.y += sin(iGlobalTime * 220.1) * 0.10; + return coord; +} + +void main() +{ + vec2 texSize = vec2(textureSize(Source, 0)); + vec2 texcoord = vTexCoord.xy; + + if (params.SHRINK > 0.0) + { + texcoord.x -= 0.5; + texcoord.x *= 1.0 + params.SHRINK; + texcoord.x += 0.5; + } + + texcoord = Distort(texcoord); + if (texcoord.x < 0.0) + { + FragColor = vec4(0.0); + return; + } + + vec2 fragCoord = texcoord.xy * params.OutputSize.xy; + vec2 factor = texSize.xy / params.OutputSize.xy ; + + fragCoord = Jitter(fragCoord); + + highp float yCoord = YCoord(fragCoord.y, factor.y) ; + highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ; + + vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ; + vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy; + vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy; + + FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b); + FragColor = AddNoise(FragColor, fragCoord); + FragColor = AddScanlines(FragColor, coord_r, coord_g, coord_b); + FragColor = AddGrid(FragColor, gl_FragCoord.xy); + FragColor.a = 1.0; +}