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Add crt-nobody
- A fast crt shader intended for potato devices.
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parent
4a02c8a42f
commit
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4
crt/crt-nobody.slangp
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4
crt/crt-nobody.slangp
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shaders = 1
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shader0 = shaders/crt-nobody.slang
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filter_linear0 = false
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118
crt/shaders/crt-nobody.slang
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crt/shaders/crt-nobody.slang
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#version 450
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/*
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Hyllian's crt-nobody Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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 VSCANLINES;
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float SCAN_SIZE;
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float COLOR_BOOST;
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float InputGamma;
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float OutputGamma;
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} param;
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#pragma parameter VSCANLINES "Vertical Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter SCAN_SIZE "Scanlines Size" 0.86 0.0 1.0 0.01
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#pragma parameter COLOR_BOOST "Color Boost" 1.25 1.0 2.0 0.05
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#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 4.0 0.1
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1
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#define VSCANLINES param.VSCANLINES
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#define SCAN_SIZE param.SCAN_SIZE
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#define COLOR_BOOST param.COLOR_BOOST
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#define InputGamma param.InputGamma
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#define OutputGamma param.OutputGamma
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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#define PIX_SIZE 1.11
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float pix_sizex = mix(PIX_SIZE, SCAN_SIZE, VSCANLINES);
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float scan_sizey = mix(SCAN_SIZE, PIX_SIZE, VSCANLINES);
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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 = 2) uniform sampler2D Source;
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float wgt(float size)
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{
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size = clamp(size, -1.0, 1.0);
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size = 1.0 - size * size;
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return size * size * size;
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}
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void main()
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{
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vec2 pix_coord = vTexCoord*param.SourceSize.xy;
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vec2 tc = (floor(pix_coord)+vec2(0.5, 0.5)) * param.SourceSize.zw; // tc = texel coord
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vec2 pos = fract(pix_coord)-vec2(0.5, 0.5); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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pos = abs(pos);
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vec2 g1 = dir*vec2( param.SourceSize.z, 0);
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vec2 g2 = dir*vec2( 0, param.SourceSize.w);
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vec3 A = GAMMA_IN(texture(Source, tc ).xyz);
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vec3 B = GAMMA_IN(texture(Source, tc +g1 ).xyz);
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vec3 C = GAMMA_IN(texture(Source, tc +g2).xyz);
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vec3 D = GAMMA_IN(texture(Source, tc +g1+g2).xyz);
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vec2 dx = vec2(pos.x, 1.0-pos.x) / pix_sizex;
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vec2 dy = vec2(pos.y, 1.0-pos.y) / scan_sizey;
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vec2 wx = vec2(wgt(dx.x), wgt(dx.y));
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vec2 wy = vec2(wgt(dy.x), wgt(dy.y));
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vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y;
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color *= COLOR_BOOST;
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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}
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