mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Merge branch 'libretro:master' into master
This commit is contained in:
commit
3259885be7
101
crt/crt-hyllian-curvature-ntsc.slangp
Normal file
101
crt/crt-hyllian-curvature-ntsc.slangp
Normal file
|
@ -0,0 +1,101 @@
|
|||
shaders = "7"
|
||||
shader0 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
frame_count_mod0 = "2"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = ""
|
||||
float_framebuffer0 = "true"
|
||||
srgb_framebuffer0 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "4.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang"
|
||||
filter_linear1 = "false"
|
||||
wrap_mode1 = "clamp_to_border"
|
||||
mipmap_input1 = "false"
|
||||
alias1 = ""
|
||||
float_framebuffer1 = "false"
|
||||
srgb_framebuffer1 = "true"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "0.500000"
|
||||
scale_type_y1 = "source"
|
||||
scale_y1 = "1.000000"
|
||||
shader2 = "../crt/shaders/hyllian/crt-hyllian-curvature.slang"
|
||||
filter_linear2 = "false"
|
||||
wrap_mode2 = "clamp_to_border"
|
||||
mipmap_input2 = "false"
|
||||
alias2 = "CRTPass"
|
||||
float_framebuffer2 = "false"
|
||||
srgb_framebuffer2 = "true"
|
||||
scale_type_x2 = "viewport"
|
||||
scale_x2 = "1.000000"
|
||||
scale_type_y2 = "viewport"
|
||||
scale_y2 = "1.000000"
|
||||
shader3 = "../crt/shaders/glow/threshold.slang"
|
||||
filter_linear3 = "false"
|
||||
wrap_mode3 = "clamp_to_border"
|
||||
mipmap_input3 = "false"
|
||||
alias3 = ""
|
||||
float_framebuffer3 = "false"
|
||||
srgb_framebuffer3 = "true"
|
||||
shader4 = "../crt/shaders/glow/blur_horiz.slang"
|
||||
filter_linear4 = "true"
|
||||
wrap_mode4 = "clamp_to_border"
|
||||
mipmap_input4 = "true"
|
||||
alias4 = ""
|
||||
float_framebuffer4 = "false"
|
||||
srgb_framebuffer4 = "true"
|
||||
scale_type_x4 = "viewport"
|
||||
scale_x4 = "0.200000"
|
||||
scale_type_y4 = "viewport"
|
||||
scale_y4 = "0.200000"
|
||||
shader5 = "../crt/shaders/glow/blur_vert.slang"
|
||||
filter_linear5 = "true"
|
||||
wrap_mode5 = "clamp_to_border"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = ""
|
||||
float_framebuffer5 = "false"
|
||||
srgb_framebuffer5 = "true"
|
||||
shader6 = "../crt/shaders/glow/resolve.slang"
|
||||
filter_linear6 = "true"
|
||||
wrap_mode6 = "clamp_to_border"
|
||||
mipmap_input6 = "false"
|
||||
alias6 = ""
|
||||
float_framebuffer6 = "false"
|
||||
srgb_framebuffer6 = "false"
|
||||
parameters = "linearize;quality;ntsc_sat;BEAM_PROFILE;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;PHOSPHOR_LAYOUT;MASK_INTENSITY;CRT_ANTI_RINGING;InputGamma;OutputGamma;VSCANLINES;CRT_CURVATURE;CRT_warpX;CRT_warpY;CRT_cornersize;CRT_cornersmooth;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight"
|
||||
BEAM_PROFILE = "0.000000"
|
||||
HFILTER_PROFILE = "1.000000"
|
||||
BEAM_MIN_WIDTH = "1.000000"
|
||||
BEAM_MAX_WIDTH = "1.000000"
|
||||
SCANLINES_STRENGTH = "0.580000"
|
||||
COLOR_BOOST = "1.200000"
|
||||
PHOSPHOR_LAYOUT = "4.000000"
|
||||
MASK_INTENSITY = "0.700000"
|
||||
CRT_ANTI_RINGING = "1.000000"
|
||||
InputGamma = "2.000000"
|
||||
OutputGamma = "2.000000"
|
||||
VSCANLINES = "0.000000"
|
||||
CRT_CURVATURE = "1.000000"
|
||||
CRT_warpX = "0.010000"
|
||||
CRT_warpY = "0.020000"
|
||||
CRT_cornersize = "0.010000"
|
||||
CRT_cornersmooth = "280.000000"
|
||||
GLOW_WHITEPOINT = "0.900000"
|
||||
GLOW_ROLLOFF = "3.000000"
|
||||
BLOOM_STRENGTH = "0.100000"
|
||||
OUTPUT_GAMMA = "2.200000"
|
||||
CURVATURE = "0.000000"
|
||||
warpX = "0.010000"
|
||||
warpY = "0.020000"
|
||||
cornersize = "0.010000"
|
||||
cornersmooth = "280.000000"
|
||||
noise_amt = "1.000000"
|
||||
shadowMask = "0.000000"
|
||||
maskDark = "0.500000"
|
||||
maskLight = "1.500000"
|
||||
linearize = "1.0"
|
||||
quality = "0.0"
|
||||
ntsc_sat = "1.2"
|
96
crt/crt-hyllian-dedither.slangp
Normal file
96
crt/crt-hyllian-dedither.slangp
Normal file
|
@ -0,0 +1,96 @@
|
|||
shaders = "9"
|
||||
|
||||
shader0 = "../crt/shaders/glow/linearize.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
mipmap_input0 = "false"
|
||||
alias0 = "LinearGamma"
|
||||
float_framebuffer0 = "false"
|
||||
srgb_framebuffer0 = "true"
|
||||
|
||||
|
||||
shader1 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
|
||||
shader3 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
|
||||
shader4 = "shaders/hyllian/crt-hyllian.slang"
|
||||
filter_linear4 = "false"
|
||||
wrap_mode4 = "clamp_to_border"
|
||||
mipmap_input4 = "false"
|
||||
alias4 = "CRTPass"
|
||||
float_framebuffer4 = "false"
|
||||
srgb_framebuffer4 = "true"
|
||||
scale_type_x4 = "viewport"
|
||||
scale_x4 = "1.000000"
|
||||
scale_type_y4 = "viewport"
|
||||
scale_y4 = "1.000000"
|
||||
shader5 = "../crt/shaders/glow/threshold.slang"
|
||||
filter_linear5 = "false"
|
||||
wrap_mode5 = "clamp_to_border"
|
||||
mipmap_input5 = "false"
|
||||
alias5 = ""
|
||||
float_framebuffer5 = "false"
|
||||
srgb_framebuffer5 = "true"
|
||||
shader6 = "../crt/shaders/glow/blur_horiz.slang"
|
||||
filter_linear6 = "true"
|
||||
wrap_mode6 = "clamp_to_border"
|
||||
mipmap_input6 = "true"
|
||||
alias6 = ""
|
||||
float_framebuffer6 = "false"
|
||||
srgb_framebuffer6 = "true"
|
||||
scale_type_x6 = "viewport"
|
||||
scale_x6 = "0.200000"
|
||||
scale_type_y6 = "viewport"
|
||||
scale_y6 = "0.200000"
|
||||
shader7 = "../crt/shaders/glow/blur_vert.slang"
|
||||
filter_linear7 = "true"
|
||||
wrap_mode7 = "clamp_to_border"
|
||||
mipmap_input7 = "false"
|
||||
alias7 = ""
|
||||
float_framebuffer7 = "false"
|
||||
srgb_framebuffer7 = "true"
|
||||
shader8 = "../crt/shaders/glow/resolve.slang"
|
||||
filter_linear8 = "true"
|
||||
wrap_mode8 = "clamp_to_border"
|
||||
mipmap_input8 = "false"
|
||||
alias8 = ""
|
||||
float_framebuffer8 = "false"
|
||||
srgb_framebuffer8 = "false"
|
||||
parameters = "CD_HUD_DETAILS;INPUT_GAMMA;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;SHARPNESS_HACK;PHOSPHOR_LAYOUT;MASK_INTENSITY;InputGamma;OutputGamma;VSCANLINES;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight"
|
||||
CD_HUD_DETAILS = "5.0"
|
||||
INPUT_GAMMA = "2.000000"
|
||||
HFILTER_PROFILE = "0.000000"
|
||||
BEAM_MIN_WIDTH = "1.000000"
|
||||
BEAM_MAX_WIDTH = "1.000000"
|
||||
SCANLINES_STRENGTH = "0.580000"
|
||||
COLOR_BOOST = "1.300000"
|
||||
SHARPNESS_HACK = "1.000000"
|
||||
PHOSPHOR_LAYOUT = "4.000000"
|
||||
MASK_INTENSITY = "0.700000"
|
||||
InputGamma = "2.400000"
|
||||
OutputGamma = "1.000000"
|
||||
VSCANLINES = "0.000000"
|
||||
GLOW_WHITEPOINT = "0.900000"
|
||||
GLOW_ROLLOFF = "3.000000"
|
||||
BLOOM_STRENGTH = "0.100000"
|
||||
OUTPUT_GAMMA = "2.200000"
|
||||
CURVATURE = "0.000000"
|
||||
warpX = "0.010000"
|
||||
warpY = "0.020000"
|
||||
cornersize = "0.010000"
|
||||
cornersmooth = "280.000000"
|
||||
noise_amt = "1.000000"
|
||||
shadowMask = "0.000000"
|
||||
maskDark = "0.500000"
|
||||
maskLight = "1.500000"
|
|
@ -53,26 +53,26 @@ parameters = "INPUT_GAMMA;BEAM_PROFILE;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_W
|
|||
INPUT_GAMMA = "2.400000"
|
||||
BEAM_PROFILE = "0.000000"
|
||||
HFILTER_PROFILE = "0.000000"
|
||||
BEAM_MIN_WIDTH = "0.900000"
|
||||
BEAM_MAX_WIDTH = "0.900000"
|
||||
SCANLINES_STRENGTH = "0.500000"
|
||||
COLOR_BOOST = "1.200000"
|
||||
BEAM_MIN_WIDTH = "1.000000"
|
||||
BEAM_MAX_WIDTH = "1.000000"
|
||||
SCANLINES_STRENGTH = "0.580000"
|
||||
COLOR_BOOST = "1.350000"
|
||||
SHARPNESS_HACK = "1.000000"
|
||||
PHOSPHOR_LAYOUT = "12.000000"
|
||||
PHOSPHOR_LAYOUT = "4.000000"
|
||||
MASK_INTENSITY = "0.700000"
|
||||
CRT_ANTI_RINGING = "1.000000"
|
||||
InputGamma = "1.000000"
|
||||
OutputGamma = "1.000000"
|
||||
VSCANLINES = "0.000000"
|
||||
GLOW_WHITEPOINT = "0.500000"
|
||||
GLOW_ROLLOFF = "1.200000"
|
||||
GLOW_WHITEPOINT = "0.900000"
|
||||
GLOW_ROLLOFF = "3.000000"
|
||||
BLOOM_STRENGTH = "0.100000"
|
||||
OUTPUT_GAMMA = "2.200000"
|
||||
CURVATURE = "0.000000"
|
||||
warpX = "0.031000"
|
||||
warpY = "0.031000"
|
||||
cornersize = "0.030000"
|
||||
cornersmooth = "1000.000000"
|
||||
warpX = "0.010000"
|
||||
warpY = "0.020000"
|
||||
cornersize = "0.010000"
|
||||
cornersmooth = "280.000000"
|
||||
noise_amt = "1.000000"
|
||||
shadowMask = "0.000000"
|
||||
maskDark = "0.500000"
|
||||
|
|
|
@ -52,25 +52,25 @@ srgb_framebuffer5 = "false"
|
|||
parameters = "INPUT_GAMMA;BEAM_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;HFILTER_SHARPNESS;PHOSPHOR_LAYOUT;MASK_INTENSITY;CRT_ANTI_RINGING;InputGamma;OutputGamma;VSCANLINES;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight"
|
||||
INPUT_GAMMA = "2.400000"
|
||||
BEAM_PROFILE = "0'.000000"
|
||||
BEAM_MIN_WIDTH = "0.860000"
|
||||
BEAM_MIN_WIDTH = "1.000000"
|
||||
BEAM_MAX_WIDTH = "1.000000"
|
||||
SCANLINES_STRENGTH = "0.720000"
|
||||
COLOR_BOOST = "1.250000"
|
||||
COLOR_BOOST = "1.350000"
|
||||
PHOSPHOR_LAYOUT = "4.000000"
|
||||
MASK_INTENSITY = "0.500000"
|
||||
MASK_INTENSITY = "0.700000"
|
||||
CRT_ANTI_RINGING = "1.000000"
|
||||
InputGamma = "1.000000"
|
||||
OutputGamma = "1.000000"
|
||||
VSCANLINES = "0.000000"
|
||||
GLOW_WHITEPOINT = "0.500000"
|
||||
GLOW_ROLLOFF = "1.200000"
|
||||
GLOW_WHITEPOINT = "0.900000"
|
||||
GLOW_ROLLOFF = "3.000000"
|
||||
BLOOM_STRENGTH = "0.100000"
|
||||
OUTPUT_GAMMA = "2.200000"
|
||||
CURVATURE = "0.000000"
|
||||
warpX = "0.031000"
|
||||
warpY = "0.031000"
|
||||
cornersize = "0.030000"
|
||||
cornersmooth = "1000.000000"
|
||||
warpX = "0.010000"
|
||||
warpY = "0.020000"
|
||||
cornersize = "0.010000"
|
||||
cornersmooth = "280.000000"
|
||||
noise_amt = "1.000000"
|
||||
shadowMask = "0.000000"
|
||||
maskDark = "0.500000"
|
||||
|
|
|
@ -27,22 +27,22 @@ layout(push_constant) uniform Push
|
|||
#pragma parameter HFILTER_PROFILE " HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.01
|
||||
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.70 1.0 2.0 0.05
|
||||
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01
|
||||
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.60 1.0 2.0 0.05
|
||||
#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0
|
||||
#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0
|
||||
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.5 0.0 1.0 0.1
|
||||
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1
|
||||
#pragma parameter CRT_ANTI_RINGING " ANTI RINGING" 1.0 0.0 1.0 0.2
|
||||
#pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1
|
||||
#pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
||||
#pragma parameter VSCANLINES " VERTICAL SCANLINES [ OFF | ON ]" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter CRT_CURVATURE "CRT-Curvature" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter CRT_warpX "CRT-Curvature X-Axis" 0.031 0.0 0.125 0.01
|
||||
#pragma parameter CRT_warpY "CRT-Curvature Y-Axis" 0.041 0.0 0.125 0.01
|
||||
#pragma parameter CRT_warpX "CRT-Curvature X-Axis" 0.010 0.0 0.125 0.01
|
||||
#pragma parameter CRT_warpY "CRT-Curvature Y-Axis" 0.020 0.0 0.125 0.01
|
||||
vec2 CRT_Distortion = vec2(param.CRT_warpX, param.CRT_warpY) * 15.;
|
||||
#pragma parameter CRT_cornersize "CRT-Corner Size" 0.01 0.001 1.0 0.005
|
||||
#define cornersize param.CRT_cornersize
|
||||
#pragma parameter CRT_cornersmooth "CRT-Corner Smoothness" 1000.0 80.0 2000.0 100.0
|
||||
#pragma parameter CRT_cornersmooth "CRT-Corner Smoothness" 280.0 80.0 2080.0 100.0
|
||||
#define cornersmooth param.CRT_cornersmooth
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
|
|
|
@ -2,33 +2,34 @@
|
|||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float BEAM_PROFILE;
|
||||
// float HFILTER_PROFILE;
|
||||
float BEAM_MIN_WIDTH;
|
||||
float BEAM_MAX_WIDTH;
|
||||
float SCANLINES_STRENGTH;
|
||||
float COLOR_BOOST;
|
||||
float HFILTER_SHARPNESS;
|
||||
float SHARPNESS_HACK;
|
||||
float PHOSPHOR_LAYOUT;
|
||||
float MASK_INTENSITY;
|
||||
float CRT_ANTI_RINGING;
|
||||
float InputGamma;
|
||||
float OutputGamma;
|
||||
float VSCANLINES;
|
||||
float CRT_ANTI_RINGING;
|
||||
} param;
|
||||
|
||||
#pragma parameter BEAM_PROFILE "BEAM PROFILE (BP)" 0.0 0.0 3.0 1.0
|
||||
#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 0.86 0.0 1.0 0.02
|
||||
#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.02
|
||||
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.02
|
||||
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.25 1.0 2.0 0.05
|
||||
#pragma parameter HFILTER_SHARPNESS " Custom [If HFP=0.00] SHARPNESS" 1.0 0.0 1.0 0.02
|
||||
#pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 19.0 1.0
|
||||
#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
|
||||
#pragma parameter CRT_ANTI_RINGING "ANTI RINGING" 1.0 0.0 1.0 0.1
|
||||
#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1
|
||||
#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
||||
#pragma parameter VSCANLINES "SCANLINES DIRECTION" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter CRT_HYLLIAN_SINC "[CRT-HYLLIAN-SINC PARAMS]" 0.0 0.0 0.0 0.0
|
||||
#pragma parameter BEAM_MIN_WIDTH " MIN BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter BEAM_MAX_WIDTH " MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINES_STRENGTH " SCANLINES STRENGTH" 0.67 0.0 1.0 0.01
|
||||
#pragma parameter COLOR_BOOST " COLOR BOOST" 1.35 1.0 2.0 0.05
|
||||
#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0
|
||||
#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0
|
||||
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1
|
||||
#pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1
|
||||
#pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
||||
#pragma parameter VSCANLINES " SCANLINES DIRECTION" 0.0 0.0 1.0 1.0
|
||||
|
||||
#pragma parameter CRT_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
|
||||
|
||||
#define CRT_ANTI_RINGING param.CRT_ANTI_RINGING
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
|
@ -56,9 +57,9 @@ layout(location = 0) out vec4 FragColor;
|
|||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
/*
|
||||
Hyllian's CRT Shader
|
||||
Hyllian's CRT Shader - Sinc/Spline16 version
|
||||
|
||||
Copyright (C) 2011-2020 Hyllian - sergiogdb@gmail.com
|
||||
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
@ -84,38 +85,52 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
|
|||
#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma))
|
||||
#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma))
|
||||
|
||||
|
||||
#define scanlines_strength (2.0*profile.x)
|
||||
#define beam_min_width profile.y
|
||||
#define beam_max_width profile.z
|
||||
#define color_boost profile.w
|
||||
|
||||
vec4 get_beam_profile()
|
||||
{
|
||||
vec4 bp = vec4(param.SCANLINES_STRENGTH, param.BEAM_MIN_WIDTH, param.BEAM_MAX_WIDTH, param.COLOR_BOOST);
|
||||
|
||||
if (param.BEAM_PROFILE == 1) bp = vec4(0.70, 0.58, 1.00, 1.25);
|
||||
if (param.BEAM_PROFILE == 2) bp = vec4(0.70, 1.00, 1.00, 1.25);
|
||||
if (param.BEAM_PROFILE == 3) bp = vec4(0.58, 1.00, 1.00, 1.25);
|
||||
|
||||
return bp;
|
||||
}
|
||||
|
||||
#define scanlines_strength (2.0*param.SCANLINES_STRENGTH)
|
||||
#define beam_min_width param.BEAM_MIN_WIDTH
|
||||
#define beam_max_width param.BEAM_MAX_WIDTH
|
||||
#define color_boost param.COLOR_BOOST
|
||||
|
||||
#define pi 3.1415926535897932384626433832795
|
||||
#define wa (0.5*pi)
|
||||
#define wb (pi)
|
||||
|
||||
vec4 resampler4(vec4 x)
|
||||
//#define CRT_ANTI_RINGING 1.0
|
||||
|
||||
float weight(float x)
|
||||
{
|
||||
vec4 res;
|
||||
res.x = (x.x<=0.001) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
|
||||
res.y = (x.y<=0.001) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
|
||||
res.z = (x.z<=0.001) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
|
||||
res.w = (x.w<=0.001) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
|
||||
return res;
|
||||
x = abs(x);
|
||||
|
||||
if (x < 1.0)
|
||||
{
|
||||
return
|
||||
(
|
||||
((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
|
||||
);
|
||||
}
|
||||
else if ((x >= 1.0) && (x < 2.0))
|
||||
{
|
||||
return
|
||||
(
|
||||
(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 weight4(float x)
|
||||
{
|
||||
return vec4(
|
||||
weight(x - 2.0),
|
||||
weight(x - 1.0),
|
||||
weight(x),
|
||||
weight(x + 1.0)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
vec3 resampler3(vec3 x)
|
||||
{
|
||||
vec3 res;
|
||||
|
@ -127,16 +142,14 @@ vec3 resampler3(vec3 x)
|
|||
|
||||
void main()
|
||||
{
|
||||
vec4 profile = get_beam_profile();
|
||||
|
||||
vec2 TextureSize = vec2(global.SourceSize.x, global.SourceSize.y);
|
||||
vec2 TextureSize = mix(vec2(global.SourceSize.x * param.SHARPNESS_HACK, global.SourceSize.y), vec2(global.SourceSize.x, global.SourceSize.y * param.SHARPNESS_HACK), param.VSCANLINES);
|
||||
|
||||
vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES);
|
||||
vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES);
|
||||
|
||||
vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5);
|
||||
|
||||
vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, param.VSCANLINES);
|
||||
vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.5, -0.5))/TextureSize, param.VSCANLINES);
|
||||
|
||||
vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES);
|
||||
|
||||
|
@ -152,8 +165,10 @@ void main()
|
|||
mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
|
||||
mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
|
||||
|
||||
vec4 weights = resampler4(vec4(1.0+fp.x, fp.x, 1.0-fp.x, 2.0-fp.x));
|
||||
// Get weights for spline16 horizontal filter
|
||||
vec4 weights = weight4(1.0 - fp.x);
|
||||
|
||||
// Spline16 horizontal filter
|
||||
vec3 color0 = (color_matrix0 * weights)/dot(weights, vec4(1.0));
|
||||
vec3 color1 = (color_matrix1 * weights)/dot(weights, vec4(1.0));
|
||||
|
||||
|
@ -166,24 +181,26 @@ void main()
|
|||
// Anti-ringing
|
||||
vec3 aux = color0;
|
||||
color0 = clamp(color0, min_sample0, max_sample0);
|
||||
color0 = mix(aux, color0, param.CRT_ANTI_RINGING);
|
||||
color0 = mix(aux, color0, CRT_ANTI_RINGING * step(0.0, (c00-c01)*(c02-c03)));
|
||||
aux = color1;
|
||||
color1 = clamp(color1, min_sample1, max_sample1);
|
||||
color1 = mix(aux, color1, param.CRT_ANTI_RINGING);
|
||||
color1 = mix(aux, color1, CRT_ANTI_RINGING * step(0.0, (c10-c11)*(c12-c13)));
|
||||
|
||||
// Apply scanlines. Sinc filter vertically.
|
||||
float pos0 = fp.y;
|
||||
float pos1 = 1 - fp.y;
|
||||
|
||||
vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
|
||||
vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
|
||||
|
||||
vec3 d0 = clamp(scanlines_strength*pos0/(lum0+0.0000001), 0.0, 1.0);
|
||||
vec3 d1 = clamp(scanlines_strength*pos1/(lum1+0.0000001), 0.0, 1.0);
|
||||
vec3 d0 = clamp(scanlines_strength*pos0/(lum0*lum0+0.0000001), 0.0, 1.0);
|
||||
vec3 d1 = clamp(scanlines_strength*pos1/(lum1*lum1+0.0000001), 0.0, 1.0);
|
||||
|
||||
d0 = resampler3(d0);
|
||||
d1 = resampler3(d1);
|
||||
|
||||
vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb);
|
||||
// Apply color enhancement, scanlines orientation, mask and gamma.
|
||||
vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb);
|
||||
|
||||
vec2 mask_coords = vTexCoord.xy * global.OutputSize.xy;
|
||||
|
||||
|
|
|
@ -22,11 +22,11 @@ layout(push_constant) uniform Push
|
|||
#pragma parameter HFILTER_PROFILE " HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.01
|
||||
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.70 1.0 2.0 0.05
|
||||
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01
|
||||
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.30 1.0 2.0 0.05
|
||||
#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0
|
||||
#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0
|
||||
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.5 0.0 1.0 0.1
|
||||
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1
|
||||
#pragma parameter CRT_ANTI_RINGING " ANTI RINGING" 1.0 0.0 1.0 0.2
|
||||
#pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1
|
||||
#pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
||||
|
|
20
dithering/checkerboard-dedither.slangp
Normal file
20
dithering/checkerboard-dedither.slangp
Normal file
|
@ -0,0 +1,20 @@
|
|||
shaders = 4
|
||||
|
||||
shader0 = shaders/checkerboard-dedither/linearize.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale0 = 1.0
|
||||
alias0 = LinearGamma
|
||||
|
||||
shader1 = shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
|
||||
shader2 = shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
|
||||
shader3 = shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang
|
||||
filter_linear3 = false
|
|
@ -0,0 +1,112 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass1
|
||||
|
||||
2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_BLEND_OPTION;
|
||||
float CD_BLEND_LEVEL;
|
||||
} params;
|
||||
|
||||
#pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0
|
||||
#pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define CD_BLEND_OPTION params.CD_BLEND_OPTION
|
||||
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
|
||||
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
#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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec3 C = texture(Source, vTexCoord ).xyz;
|
||||
vec3 L = texture(Source, vTexCoord -dx).xyz;
|
||||
vec3 R = texture(Source, vTexCoord +dx).xyz;
|
||||
vec3 U = texture(Source, vTexCoord -dy).xyz;
|
||||
vec3 D = texture(Source, vTexCoord +dy).xyz;
|
||||
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
|
||||
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
|
||||
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
|
||||
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
|
||||
|
||||
vec3 color = C;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min_s(C, L, R);
|
||||
vec3 max_sample = max_s(C, L, R);
|
||||
|
||||
float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
|
||||
|
||||
diff *= (1.0 - CD_BLEND_LEVEL);
|
||||
|
||||
if (CD_BLEND_OPTION == 1)
|
||||
{
|
||||
min_sample = max(min_sample, min_s(C, U, D));
|
||||
max_sample = min(max_sample, max_s(C, U, D));
|
||||
|
||||
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
|
||||
}
|
||||
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
float luma_diff = abs(dot(C, Y)-dot(color, Y));
|
||||
|
||||
FragColor = vec4(color, luma_diff);
|
||||
}
|
|
@ -0,0 +1,122 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass2
|
||||
|
||||
2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_BLEND_LEVEL;
|
||||
} params;
|
||||
|
||||
#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
|
||||
|
||||
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
|
||||
|
||||
const float Delta = 0.000000001;
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
#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;
|
||||
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec4 C = texture(Source, vTexCoord );
|
||||
vec4 L = texture(Source, vTexCoord -dx );
|
||||
vec4 R = texture(Source, vTexCoord +dx );
|
||||
vec4 U = texture(Source, vTexCoord -dy);
|
||||
vec4 D = texture(Source, vTexCoord +dy);
|
||||
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||||
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||||
vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
|
||||
vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
|
||||
vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
|
||||
vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
|
||||
|
||||
float count1 = 0.0;
|
||||
float count2 = 0.0;
|
||||
|
||||
float diff = (1.0 - CD_BLEND_LEVEL);
|
||||
|
||||
// UL U UR
|
||||
// L C R
|
||||
// DL D DR
|
||||
|
||||
count1 += (step(Delta, L.a*D.a*R.a));
|
||||
count1 += (step(Delta, L.a*U.a*R.a));
|
||||
count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a));
|
||||
|
||||
count2 += (step(Delta, U.a*L.a*D.a));
|
||||
count2 += (step(Delta, U.a*R.a*D.a));
|
||||
count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a));
|
||||
|
||||
if ((count1 * count2) > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
|
||||
else if (count1 > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
|
||||
else if (count2 > 0.0)
|
||||
color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
FragColor = vec4(color, luma_diff);
|
||||
}
|
|
@ -0,0 +1,121 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Checkerboard Dedither - pass3
|
||||
|
||||
2011-2022 Hyllian - sergiogdb@gmail.com
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float CD_HUD_DETAILS;
|
||||
float CD_ADJUST_VIEW;
|
||||
} params;
|
||||
|
||||
#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0
|
||||
#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
|
||||
|
||||
#define CD_HUD_DETAILS params.CD_HUD_DETAILS
|
||||
#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
|
||||
|
||||
#define GAMMA_EXP 2.0
|
||||
#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
|
||||
#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
|
||||
|
||||
const float Delta = 0.000000001;
|
||||
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||||
|
||||
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||||
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
|
||||
#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;
|
||||
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||||
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||||
|
||||
// Reading the texels.
|
||||
vec4 C = texture(Source, vTexCoord );
|
||||
vec4 L = texture(Source, vTexCoord -dx );
|
||||
vec4 R = texture(Source, vTexCoord +dx );
|
||||
vec4 U = texture(Source, vTexCoord -dy);
|
||||
vec4 D = texture(Source, vTexCoord +dy);
|
||||
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||||
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||||
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||||
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||||
|
||||
vec3 color = C.rgb;
|
||||
|
||||
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||||
|
||||
float count = 0.0;
|
||||
float count2 = 0.0;
|
||||
|
||||
// UL U UR
|
||||
// L C R
|
||||
// DL D DR
|
||||
|
||||
count += step(Delta, L.a);
|
||||
count += step(Delta, R.a);
|
||||
count += step(Delta, U.a);
|
||||
count += step(Delta, D.a);
|
||||
count += step(Delta, UL.a*UR.a*DL.a*DR.a);
|
||||
|
||||
count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a));
|
||||
|
||||
if ((count < CD_HUD_DETAILS) && (count2 < 1.0))
|
||||
color = oriC;
|
||||
|
||||
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||
|
||||
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
|
||||
|
||||
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||
}
|
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
|
@ -0,0 +1,41 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float InputGamma;
|
||||
} params;
|
||||
|
||||
|
||||
#define InputGamma 2.0
|
||||
|
||||
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
#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;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
shaders = 10
|
||||
|
||||
shader0 = shaders/glow-trails/glow-trails0.slang
|
||||
shader0 = ../crt/shaders/glow-trails/glow-trails0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = source
|
||||
scale0 = 1.0
|
||||
|
@ -18,33 +18,33 @@ scale_type2 = "source"
|
|||
scale2 = "1.0"
|
||||
srgb_framebuffer2 = "true"
|
||||
|
||||
shader3 = shaders/glow-trails/glow-trails1.slang
|
||||
shader3 = ../crt/shaders/glow-trails/glow-trails1.slang
|
||||
|
||||
shader4 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
|
||||
shader4 = ../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
|
||||
srgb_framebuffer4 = true
|
||||
alias4 = "ORIG_LINEARIZED"
|
||||
|
||||
shader5 = "shaders/crt-easymode-halation/blur_horiz.slang"
|
||||
shader5 = "../crt/shaders/crt-easymode-halation/blur_horiz.slang"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
scale5 = "1.0"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
shader6 = "shaders/crt-easymode-halation/blur_vert.slang"
|
||||
shader6 = "../crt/shaders/crt-easymode-halation/blur_vert.slang"
|
||||
alias6 = "GlowPass"
|
||||
filter_linear6 = "true"
|
||||
scale_type6 = "source"
|
||||
scale6 = "1.0"
|
||||
srgb_framebuffer6 = "true"
|
||||
|
||||
shader7 = "shaders/crt-easymode-halation/threshold.slang"
|
||||
shader7 = "../crt/shaders/crt-easymode-halation/threshold.slang"
|
||||
srgb_framebuffer7 = "true"
|
||||
|
||||
shader8 = "shaders/crt-lottes-multipass/bloompass-glow.slang"
|
||||
shader8 = "../crt/shaders/crt-lottes-multipass/bloompass-glow.slang"
|
||||
filter_linear8 = "true"
|
||||
alias8 = BloomPass
|
||||
|
||||
shader9 = "shaders/crt-lottes-multipass/scanpass-glow.slang"
|
||||
shader9 = "../crt/shaders/crt-lottes-multipass/scanpass-glow.slang"
|
||||
filter_linear9 = "true"
|
||||
|
||||
parameters = "mixfactor;threshold;trail_bright;glowFactor;DIFFUSION;maskLight;maskDark;warpX"
|
||||
|
|
|
@ -6,11 +6,8 @@ layout(push_constant) uniform Push
|
|||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float LUT_Size;
|
||||
} params;
|
||||
|
||||
#pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
|
@ -43,11 +40,12 @@ vec4 mixfix(vec4 a, vec4 b, float c)
|
|||
|
||||
void main()
|
||||
{
|
||||
vec2 LUT_Size = textureSize(SamplerLUT, 0);
|
||||
vec4 imgColor = texture(Source, vTexCoord.xy);
|
||||
float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size);
|
||||
float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size;
|
||||
float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
|
||||
float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red;
|
||||
float red = ( imgColor.r * (LUT_Size.y - 1.0) + 0.4999 ) / (LUT_Size.y * LUT_Size.y);
|
||||
float green = ( imgColor.g * (LUT_Size.y - 1.0) + 0.4999 ) / LUT_Size.y;
|
||||
float blue1 = (floor( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + red;
|
||||
float blue2 = (ceil( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + red;
|
||||
float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
|
||||
vec4 color1 = texture( SamplerLUT, vec2( blue1, green ));
|
||||
vec4 color2 = texture( SamplerLUT, vec2( blue2, green ));
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
#version 450
|
||||
|
||||
// A version of the LUT shader that loads 2 LUTs.
|
||||
// For use with Kurozumi's 64-bit colorspace LUTs.
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
|
@ -12,12 +11,7 @@ layout(push_constant) uniform Push
|
|||
float LUT_selector_param;
|
||||
} params;
|
||||
|
||||
#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
|
||||
//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
|
||||
//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
|
||||
const float LUT_Size1 = 64.0;
|
||||
const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
|
||||
|
||||
#pragma parameter LUT_selector_param "LUT Selector" 1.0 1.0 2.0 1.0
|
||||
int LUT_selector = int(params.LUT_selector_param);
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
|
@ -53,26 +47,24 @@ vec4 mixfix(vec4 a, vec4 b, float c)
|
|||
|
||||
void main()
|
||||
{
|
||||
float LUT_Size = mix(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, params.LUT_selector_param - 1.0);
|
||||
vec4 imgColor = texture(Source, vTexCoord.xy);
|
||||
vec4 color1, color2 = vec4(0.,0.,0.,0.);
|
||||
float red, green, blue1, blue2, mixer = 0.0;
|
||||
|
||||
red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size);
|
||||
green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size;
|
||||
blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
|
||||
blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
|
||||
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
|
||||
|
||||
if(LUT_selector == 1)
|
||||
{
|
||||
red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
|
||||
green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
|
||||
blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
|
||||
blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
|
||||
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
|
||||
color1 = texture( SamplerLUT1, vec2( blue1, green ));
|
||||
color2 = texture( SamplerLUT1, vec2( blue2, green ));
|
||||
color1 = texture( SamplerLUT1, vec2( blue1, green ));
|
||||
color2 = texture( SamplerLUT1, vec2( blue2, green ));
|
||||
}
|
||||
if(LUT_selector == 2)
|
||||
else
|
||||
{
|
||||
red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
|
||||
green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
|
||||
blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
|
||||
blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
|
||||
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
|
||||
color1 = texture( SamplerLUT2, vec2( blue1, green ));
|
||||
color2 = texture( SamplerLUT2, vec2( blue2, green ));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue