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https://github.com/italicsjenga/slang-shaders.git
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add crt-simple (#444)
* Add files via upload * Add files via upload * Update crt-simple.slang * Add files via upload * add crt-pocket
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10
crt/crt-pocket.slangp
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crt/crt-pocket.slangp
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shaders = "2"
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feedback_pass = "0"
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shader0 = "../misc/shaders/chromaticity.slang"
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scale_type0 = source
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filter_linear0 = "false"
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shader1 = "shaders/crt-pocket.slang"
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filter_linear1 = "true"
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crt/crt-simple.slangp
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crt/crt-simple.slangp
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shaders = 1
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shader0 = shaders/crt-simple.slang
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filter_linear0 = true
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scale_type0 = viewport
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crt/shaders/crt-pocket.slang
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crt/shaders/crt-pocket.slang
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#version 450
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layout(push_constant) uniform Push
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{
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float SHARPNESSX,SHARPNESSY,WARPX,WARPY,CORNER_ROUND,BORDER,SHADOWMASK,MASKLOW,MASKHIGH,DOTMASK_STRENGTH,
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MASKDARK,MASKLIGHT,GAMMAIN,GAMMAOUT,SAT,SCANLOW,SCANHIGH,MINSCAN,VIGNETTE,VPOWER,VSTR,TEMP,SEGA,
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BLACK,GLOW,SIZE,quality,nois,BGR,INTERLACE;
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} params;
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// Parameter lines go here:
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#pragma parameter SHARPNESSX " Horizontal Sharpness" 0.25 0.0 1.0 0.05
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#pragma parameter SHARPNESSY " Vertical Sharpness" 0.7 0.0 1.0 0.05
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#pragma parameter WARPX "Curvature Horizontal" 0.03 0.0 0.2 0.01
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#pragma parameter WARPY "Curvature Vertical" 0.05 0.0 0.2 0.01
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#pragma parameter CORNER_ROUND "Corner Roundness" 0.02 0.005 0.2 0.01
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#pragma parameter BORDER "Border Smoothness" 400.0 100.0 1000.0 25.0
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#pragma parameter INTERLACE "Interlace On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter SCANLOW " Scanline Low Brightness" 0.15 0.01 1.0 0.05
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#pragma parameter SCANHIGH " Scanline High Brightness" 0.20 0.01 1.0 0.05
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#pragma parameter MINSCAN " Scanline Min Brightness" 0.04 0.01 1.0 0.01
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#pragma parameter SHADOWMASK "Mask Type, CGWG, Lottes 1-4" 5.0 -1.0 5.0 1.0
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#pragma parameter BGR "RGB/BGR subpixels" 1.0 0.0 1.0 1.0
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#pragma parameter MASKLOW "Mask Strength Low" 1.0 0.0 1.0 0.05
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#pragma parameter MASKHIGH "Mask Strength High" 0.75 0.0 1.0 0.05
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.05
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#pragma parameter MASKDARK "Lottes Mask Dark" 0.5 0.0 2.0 0.1
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#pragma parameter MASKLIGHT "Lottes Mask Light" 1.5 0.0 2.0 0.1
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#pragma parameter GAMMAIN " Gamma In" 2.4 1.0 4.0 0.05
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#pragma parameter GAMMAOUT " Gamma Out" 2.25 1.0 4.0 0.05
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#pragma parameter BLACK " Black Level" 0.0 -0.20 0.20 0.01
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#pragma parameter TEMP " Color Temperature in Kelvins" 9311.0 1031.0 12047.0 72.0
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#pragma parameter SAT " Saturation" 1.0 0.0 2.0 0.01
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#pragma parameter SEGA " SEGA Lum Fix" 0.0 0.0 1.0 1.0
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#pragma parameter GLOW " Glow Strength" 0.12 0.0 1.0 0.01
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#pragma parameter quality " Glow Size" 1.0 0.0 1.5 0.05
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#pragma parameter VIGNETTE "Vignette On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter VPOWER "Vignette Power" 0.1 0.0 1.0 0.01
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#pragma parameter VSTR "Vignette Strength" 45.0 0.0 50.0 1.0
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#pragma parameter nois "Noise strength" 0.4 0.0 1.0 0.01
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#define SHARPNESSX params.SHARPNESSX
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#define SHARPNESSY params.SHARPNESSY
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#define WARPX params.WARPX
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#define WARPY params.WARPY
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#define CORNER_ROUND params.CORNER_ROUND
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#define BORDER params.BORDER
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#define SHADOWMASK params.SHADOWMASK
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#define MASKLOW params.MASKLOW
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#define MASKHIGH params.MASKHIGH
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#define DOTMASK_STRENGTH params.DOTMASK_STRENGTH
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#define MASKDARK params.MASKDARK
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#define MASKLIGHT params.MASKLIGHT
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#define GAMMAIN params.GAMMAIN
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#define GAMMAOUT params.GAMMAOUT
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#define SAT params.SAT
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#define SCANLOW params.SCANLOW
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#define SCANHIGH params.SCANHIGH
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#define MINSCAN params.MINSCAN
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#define VIGNETTE params.VIGNETTE
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#define VPOWER params.VPOWER
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#define VSTR params.VSTR
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#define TEMP params.TEMP
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#define SEGA params.SEGA
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#define BLACK params.BLACK
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#define GLOW params.GLOW
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#define SIZE params.SIZE
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#define quality params.quality
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#define nois params.nois
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#define BGR params.BGR
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#define INTERLACE params.INTERLACE
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#define CURVATURE
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#define PI 3.141592654
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layout(std140, set = 0, binding = 0) uniform UBO
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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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mat4 MVP;
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} global;
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define OutputSize global.OutputSize
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#define mod_factor vTexCoord.x * OutputSize.x/OriginalSize.x*SourceSize.x
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#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy)
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#define filterWidth (OriginalSize.y / OutputSize.y) / 3.0
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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 = 1) uniform sampler2D Source;
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#define iTimer (float(global.FrameCount) / 60.0)
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vec2 curve(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*WARPX,
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1.0 + (pos.x*pos.x)*WARPY);
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return pos*0.5 + 0.5;
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}
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float corner(vec2 coord)
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{
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coord *= scale.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x);
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vec2 cdist = vec2(CORNER_ROUND);
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*BORDER,0.0, 1.0);
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}
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float CalcScanLineWeight(float dist, float scan)
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{
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return max(1.0-dist*dist/scan, MINSCAN);
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}
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float ScanLine(float dy, float l)
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{
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float scan = mix(SCANLOW, SCANHIGH, l);
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float scanLineWeight = CalcScanLineWeight(dy, scan);
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scanLineWeight += CalcScanLineWeight(dy-filterWidth, scan);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth, scan);
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scanLineWeight *= 0.3333333;
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return scanLineWeight;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(MASKDARK, MASKDARK, MASKDARK);
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// Very compressed TV style shadow mask.
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if (SHADOWMASK == 1.0)
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{
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float line = MASKLIGHT;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = MASKDARK;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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mask*=line;
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}
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// Aperture-grille.
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else if (SHADOWMASK == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (SHADOWMASK == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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}
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// VGA style shadow mask.
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else if (SHADOWMASK == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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}
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else if (SHADOWMASK == 5.0)
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{
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float line = MASKLIGHT;
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float odd = 0.0;
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if (fract(pos.x/4.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = MASKDARK;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) {mask.r = MASKLIGHT; mask.b = MASKLIGHT;}
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else mask.g = MASKLIGHT;
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mask*=line;
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}
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else if (SHADOWMASK == -1.0) mask = vec3(1.0);
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return mask;
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}
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mat3 vign()
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{
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vec2 vpos = vTexCoord * SourceSize.xy/OriginalSize.xy;
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vpos *= 1.0 - vpos;
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float vig = vpos.x * vpos.y * VSTR;
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vig = min(pow(vig, VPOWER), 1.0);
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if (VIGNETTE == 0.0) vig=1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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float saturate(float v)
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{
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return clamp(v, 0.0, 1.0);
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}
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// https://www.shadertoy.com/view/lsSXW1
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vec3 ColorTemperatureToRGB(float temperatureInKelvins)
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{
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vec3 retColor;
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temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0;
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if (temperatureInKelvins <= 66.0)
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{
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retColor.r = 1.0;
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retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098);
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}
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else
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{
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float t = temperatureInKelvins - 60.0;
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retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592));
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retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492));
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}
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if (temperatureInKelvins >= 66.0)
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retColor.b = 1.0;
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else if(temperatureInKelvins <= 19.0)
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retColor.b = 0.0;
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else
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retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914);
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return retColor;
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}
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vec3 glow0 (vec2 uv)
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{
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vec3 sum = vec3(0.0);
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float x = uv.x;
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float y = uv.y;
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float xx = SourceSize.z*quality;
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float yy = SourceSize.w*quality;
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sum += texture(Source, vec2(x-xx,y)).rgb*0.1;
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sum += texture(Source,vec2(x-xx,y-yy)).rgb*0.1;
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sum += texture(Source,vec2(x,y-yy)).rgb*0.1;
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sum += texture(Source,vec2(x+xx,y-yy)).rgb*0.1;
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sum += texture(Source,vec2(x+xx,y)).rgb*0.1;
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sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1;
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sum += texture(Source,vec2(x, y-yy)).rgb*0.1;
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sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1;
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sum += texture(Source,vec2(x-2.0*xx,y)).rgb*0.05;
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sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05;
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sum += texture(Source,vec2(x-xx,y-2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x,y-2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x+xx,y-2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x+2.0*xx,y-yy)).rgb*0.05;
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sum += texture(Source,vec2(x+2.0*xx,y)).rgb*0.05;
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sum += texture(Source,vec2(x+2.0*xx,y+yy)).rgb*0.05;
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sum += texture(Source,vec2(x+xx,y+2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x,y+2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x-xx,y+2.0*yy)).rgb*0.05;
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sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05;
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return sum * GLOW;
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}
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float noise(vec2 co)
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{
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return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main()
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{
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// FILTER
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vec2 stepxy = SourceSize.zw;
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if (OriginalSize.y > 400.0 && INTERLACE == 0.0) stepxy.y *=2.0;
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vec2 texCoord = curve(vTexCoord.xy*(SourceSize.xy/OriginalSize.xy))*(OriginalSize.xy/SourceSize.xy.xy);
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vec2 pos = texCoord.xy + stepxy * 0.5;
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vec2 OGL2Pos = texCoord * SourceSize.xy;
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vec2 pC4 = floor(OGL2Pos) + 0.5;
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vec2 coord = pC4 / SourceSize.xy;
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vec2 f = fract(pos / stepxy);
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if (OriginalSize.y > 400.0 && INTERLACE == 1.0) f = vec2(1.0);
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else if (OriginalSize.y > 400.0 && INTERLACE == 0.0) f;
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float x = mix(texCoord.x,coord.x,SHARPNESSX);
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float y = mix(texCoord.y,coord.y,SHARPNESSY);
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vec4 color = texture(Source,vec2(x,y));
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float lum2 = dot(color.rgb,vec3(0.29,0.60,0.11));
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//gamma in
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color = pow(color, vec4(GAMMAIN));
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//Color temp
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color.rgb *= ColorTemperatureToRGB(TEMP);
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float lum = max(max(color.r,color.g),color.b);
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// noise
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color.rgb *= mix(1.0 + noise(texCoord)*nois,1.0,lum);
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//scanlines
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float ss = ScanLine(f.y, lum)+ScanLine(1.0-f.y, lum);
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color *= ss;
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//mask
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float mask = 1.0 - DOTMASK_STRENGTH;
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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float msk = mix(MASKLOW,MASKHIGH,lum2);
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if (SHADOWMASK == 0.0)
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{
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color.rgb *= mix(vec3(1.0),dotMaskWeights, msk);
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}
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else
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{
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color.rgb *= mix(vec3(1.0),Mask(floor(1.000001 * vTexCoord.xy*OutputSize.xy + vec2(0.5,0.5))), msk);
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}
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//gamma out
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color = pow(color, vec4(1.0/GAMMAOUT));
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//glow
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color.rgb += glow0(pos);
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//saturation
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color.rgb = mix(vec3(lum2)*ss,color.rgb, SAT);
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//black level
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color.rgb -= vec3(BLACK);
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color.rgb *= vec3(1.0)/vec3(1.0-BLACK);
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//corner
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color *= corner(texCoord);
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if (SEGA == 1.0) color.rgb *= 1.0625;
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// vignette
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color.rgb *= vign();
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FragColor = color;
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}
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161
crt/shaders/crt-simple.slang
Normal file
161
crt/shaders/crt-simple.slang
Normal file
|
@ -0,0 +1,161 @@
|
|||
#version 450
|
||||
|
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/*
|
||||
* CRT-simple shader
|
||||
*
|
||||
* Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
|
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* ported and improved by DariusG @2023
|
||||
* 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.
|
||||
*
|
||||
*
|
||||
*/
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float DISTORTION,SCANLINE,INPUTGAMMA,OUTPUTGAMMA,MASK,SIZE;
|
||||
} params;
|
||||
|
||||
// Parameter lines go here:
|
||||
#pragma parameter DISTORTION "Distortion" 0.12 0.0 0.30 0.01
|
||||
#pragma parameter SCANLINE "Scanline Weight" 0.3 0.2 0.6 0.05
|
||||
#pragma parameter INPUTGAMMA "Input Gamma" 2.4 0.0 4.0 0.05
|
||||
#pragma parameter OUTPUTGAMMA "Output Gamma" 2.2 0.0 4.0 0.05
|
||||
#pragma parameter MASK "Mask Brightness" 0.7 0.0 1.0 0.05
|
||||
#pragma parameter SIZE "Mask Size" 1.0 1.0 2.0 1.0
|
||||
|
||||
#define DISTORTION params.DISTORTION
|
||||
#define SCANLINE params.SCANLINE
|
||||
#define INPUTGAMMA params.INPUTGAMMA
|
||||
#define OUTPUTGAMMA params.OUTPUTGAMMA
|
||||
#define MASK params.MASK
|
||||
#define SIZE params.SIZE
|
||||
|
||||
#define SourceSize params.SourceSize
|
||||
#define OriginalSize params.OriginalSize
|
||||
#define OutputSize params.OutputSize
|
||||
#define CURVATURE
|
||||
#define PI 3.141592653589
|
||||
#define outgamma 1.0 / OUTPUTGAMMA
|
||||
#define scale SourceSize.xy/OriginalSize.xy
|
||||
|
||||
#define pi 3.141592654
|
||||
|
||||
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 * 1.0001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler2D Source;
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
// Calculate the influence of a scanline on the current pixel.
|
||||
//
|
||||
// 'distance' is the distance in texture coordinates from the current
|
||||
// pixel to the scanline in question.
|
||||
// 'color' is the colour of the scanline at the horizontal location of
|
||||
// the current pixel.
|
||||
vec4 scanlineWeights(float distance, vec4 color)
|
||||
{
|
||||
// The "width" of the scanline beam is set as 2*(1 + x^4) for
|
||||
// each RGB channel.
|
||||
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
|
||||
|
||||
// The "weights" lines basically specify the formula that gives
|
||||
// you the profile of the beam, i.e. the intensity as
|
||||
// a function of distance from the vertical center of the
|
||||
// scanline. In this case, it is gaussian if width=2, and
|
||||
// becomes nongaussian for larger widths. Ideally this should
|
||||
// be normalized so that the integral across the beam is
|
||||
// independent of its width. That is, for a narrower beam
|
||||
// "weights" should have a higher peak at the center of the
|
||||
// scanline than for a wider beam.
|
||||
vec4 weights = vec4(distance / SCANLINE);
|
||||
return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
|
||||
}
|
||||
|
||||
|
||||
vec2 Distort(vec2 coord)
|
||||
{
|
||||
vec2 CURVATURE_DISTORTION = vec2(DISTORTION, DISTORTION*1.5);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= SourceSize.xy/OriginalSize.xy;
|
||||
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 /= SourceSize.xy/OriginalSize.xy;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
void main()
|
||||
{
|
||||
// Texture coordinates of the texel containing the active pixel.
|
||||
vec2 abspos = vTexCoord.xy*SourceSize.xy*scale;
|
||||
vec2 xy;
|
||||
|
||||
#ifdef CURVATURE
|
||||
xy = Distort(vTexCoord.xy); float xblur = xy.x;
|
||||
#else
|
||||
xy = vTexCoord.xy;
|
||||
#endif
|
||||
// Of all the pixels that are mapped onto the texel we are
|
||||
// currently rendering, which pixel are we currently rendering?
|
||||
vec2 ratio_scale = xy * SourceSize.xy - 0.5;
|
||||
vec2 uv_ratio = fract(ratio_scale);
|
||||
|
||||
// Snap to the center of the underlying texel.
|
||||
xy = (floor(ratio_scale) + 0.5) / SourceSize.xy;
|
||||
xy.x = xblur;
|
||||
// Calculate the effective colour of the current and next
|
||||
// scanlines at the horizontal location of the current pixel.
|
||||
vec4 col = texture(Source,xy);
|
||||
col=pow(col,vec4(INPUTGAMMA));
|
||||
vec4 col2 = texture(Source,xy + vec2(0.0, SourceSize.w));
|
||||
col2=pow(col2,vec4(INPUTGAMMA));
|
||||
|
||||
// Calculate the influence of the current and next scanlines on
|
||||
// the current pixel.
|
||||
vec4 weights = scanlineWeights(uv_ratio.y, col);
|
||||
vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
|
||||
|
||||
vec3 mul_res = (col * weights + col2 * weights2).rgb;
|
||||
vec2 fragCoord = vTexCoord*OutputSize.xy;
|
||||
// dot-mask emulation:
|
||||
vec3 dotMaskWeights = mix(vec3(MASK), vec3(1.0),fract(fragCoord.x*0.5/SIZE));
|
||||
|
||||
mul_res *= dotMaskWeights;
|
||||
|
||||
FragColor = vec4(vec3(pow(mul_res, vec3(outgamma))), 1.0);
|
||||
}
|
Loading…
Reference in a new issue