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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #107 from yo6snap/master
New shader based on Sony CRT TV KV-M1420B
This commit is contained in:
commit
24f3e6d6c8
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crt/crt-yo6-KV-M1420B-sharp.slangp
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crt/crt-yo6-KV-M1420B-sharp.slangp
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shaders = 3
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shader0 = "shaders/crt-yo6/crt-yo6-native-resolution.slang"
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filter_linear0 = true
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wrap_mode0 = "clamp_to_edge"
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scale_type0 = "absolute"
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scale_x0 = 439
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scale_y0 = 233
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shader1 = "shaders/crt-yo6/crt-yo6-warp.slang"
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filter_linear1 = true
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wrap_mode1 = "clamp_to_edge"
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scale_type1 = "absolute"
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scale_x1 = 1684
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scale_y1 = 1329
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shader2 = "../windowed/shaders/jinc2.slang"
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filter_linear2 = false
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textures = TEX_CRT
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TEX_CRT = "shaders/crt-yo6/KV-M1420B.png"
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TEX_CRT_linear = false
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parameters = "JINC2_WINDOW_SINC;JINC2_SINC;JINC2_AR_STRENGTH"
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JINC2_WINDOW_SINC = 0.44
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JINC2_SINC = 0.82
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JINC2_AR_STRENGTH = 0.5
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27
crt/crt-yo6-KV-M1420B.slangp
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crt/crt-yo6-KV-M1420B.slangp
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shaders = 3
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shader0 = "shaders/crt-yo6/crt-yo6-native-resolution.slang"
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filter_linear0 = true
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wrap_mode0 = "clamp_to_edge"
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scale_type0 = "absolute"
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scale_x0 = 439
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scale_y0 = 233
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shader1 = "shaders/crt-yo6/crt-yo6-warp.slang"
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filter_linear1 = true
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wrap_mode1 = "clamp_to_edge"
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scale_type1 = "absolute"
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scale_x1 = 1684
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scale_y1 = 1329
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shader2 = "../windowed/shaders/jinc2.slang"
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filter_linear2 = false
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textures = TEX_CRT
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TEX_CRT = "shaders/crt-yo6/KV-M1420B.png"
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TEX_CRT_linear = false
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parameters = "JINC2_WINDOW_SINC;JINC2_SINC;JINC2_AR_STRENGTH"
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JINC2_WINDOW_SINC = 0.44
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JINC2_SINC = 0.40
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JINC2_AR_STRENGTH = 0.0
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BIN
crt/shaders/crt-yo6/KV-M1420B.png
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BIN
crt/shaders/crt-yo6/KV-M1420B.png
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Binary file not shown.
After Width: | Height: | Size: 2.8 MiB |
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crt/shaders/crt-yo6/crt-yo6-native-resolution.slang
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crt/shaders/crt-yo6/crt-yo6-native-resolution.slang
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#version 450
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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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} params;
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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 float vU;
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layout(location = 1) out float vY;
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void main()
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{
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gl_Position = global.MVP * Position;
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vU = TexCoord.x;
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vY = (TexCoord.y * params.OutputSize.y) -
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round((params.OutputSize.y - params.SourceSize.y) / 2.0);
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}
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#pragma stage fragment
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layout(location = 0) in float vU;
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layout(location = 1) in float vY;
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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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void main()
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{
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float clip0 = (sign(vY) + 1.0) / 2.0;
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float clipH = (sign(params.SourceSize.y - vY) + 1.0) / 2.0;
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vec3 col = texture(Source, vec2(vU, vY / params.SourceSize.y)).rgb;
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FragColor = vec4(clip0 * clipH * col, 1.0);
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}
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crt/shaders/crt-yo6/crt-yo6-warp.slang
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crt/shaders/crt-yo6/crt-yo6-warp.slang
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#version 450
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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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} params;
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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;
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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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layout(set = 0, binding = 3) uniform sampler2D TEX_CRT;
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void main()
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{
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const vec3 packed = texture(TEX_CRT, vTexCoord).rgb;
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const vec2 dudv = ((packed.rg * 255.0) / 16.0) - 7.0;
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const vec2 uv0 = vTexCoord * params.SourceSize.xy;
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const vec2 uv = (uv0 + dudv) / params.SourceSize.xy;
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FragColor = vec4(packed.b * texture(Source, uv).rgb, 1.0);
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}
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