additions-touch ups (#395)

* integrate NTSC-colors

* Integrate NTSC-colors

* Integrate NTSC-colors, some fixes too

* additions

Added hue shift from grade, improved glow, added scanlines downscale to interlace mode. Some other touches too

* Update crt-consumer.slang
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metallic77 2023-04-19 17:25:36 +03:00 committed by GitHub
parent 0b33b2cf9c
commit 396a2ed753
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@ -5,26 +5,35 @@ layout(push_constant) uniform Push
vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
float rg;
float rb;
float gr;
float gb;
float br;
float bg;
float Downscale;
} params;
// Parameter lines go here:
#pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.2 1.0 4.0 0.1
#pragma parameter blurx "Convergence X" 0.5 -4.0 4.0 0.05
#pragma parameter blury "Convergence Y" 0.0 -4.0 4.0 0.05
#pragma parameter warpx "Curvature X" 0.02 0.0 0.12 0.01
#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
#pragma parameter smoothness "Border Smoothness" 400.0 100.0 600.0 5.0
#pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.5 1.0 4.0 0.1
#pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05
#pragma parameter blury "Convergence Y" 0.1 -4.0 4.0 0.05
#pragma parameter warpx " Curvature X" 0.02 0.0 0.12 0.01
#pragma parameter warpy " Curvature Y" 0.04 0.0 0.12 0.01
#pragma parameter corner " Corner size" 0.01 0.0 0.10 0.01
#pragma parameter smoothness " Border Smoothness" 400.0 100.0 600.0 5.0
#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter Downscale "Interlacing Downscale Scanlines" 2.0 1.0 8.0 1.0
#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
#pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05
#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
#pragma parameter brightboost1 "Bright boost dark pixels" 1.2 0.0 3.0 0.05
#pragma parameter brightboost2 "Bright boost bright pixels" 1.0 0.0 3.0 0.05
#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
#pragma parameter nois "Add Noise" 0.0 0.0 32.0 1.0
#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02
#pragma parameter brightboost1 " Bright boost dark pixels" 1.2 0.0 3.0 0.05
#pragma parameter brightboost2 " Bright boost bright pixels" 1.0 0.0 3.0 0.05
#pragma parameter glow " Glow Strength" 0.0 0.0 1.0 0.02
#pragma parameter Size " Glow Size" 2.0 0.1 4.0 0.05
#pragma parameter nois " Add Noise" 0.0 0.0 32.0 1.0
#pragma parameter postbr " Post Brightness" 1.0 0.0 2.5 0.02
#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
@ -33,21 +42,32 @@ layout(push_constant) uniform Push
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
#pragma parameter intensity "NTSC colors intensity" 1.0 0.0 1.0 0.05
#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.05
#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter GAMMA_OUT " Gamma Out" 2.2 0.0 4.0 0.1
#pragma parameter intensity " NTSC colors intensity" 0.0 0.0 1.0 0.05
#pragma parameter sat " Saturation" 1.0 0.0 2.0 0.05
#pragma parameter contrast " Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter rg " Red-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter rb " Red-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gr " Green-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gb " Green-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter br " Blue-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter bg " Blue-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
#pragma parameter vpower "Vignette Power" 0.15 0.0 1.0 0.01
#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
#define rg params.rg
#define rb params.rb
#define gr params.gr
#define gb params.gb
#define br params.br
#define bg params.bg
#define Downscale params.Downscale
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float blurx;
float blury;
float warpx;
@ -324,40 +344,40 @@ vec3 saturation(vec3 textureColor)
vec3 glow0 (vec2 texcoord, vec3 col)
{
vec3 sum = vec3(0.0, 0.0, 0.0);
float blurSize = global.Size / 1024.0;
float blurSize = global.Size / params.OutputSize.y;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x, texcoord.y)).rgb * 0.16;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y)).rgb * 0.02;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x, texcoord.y)).rgb * 0.04;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y)).rgb * 0.02;
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.02;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.02;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.02;
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.02;
//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.02;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.02;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.02;
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.02;
sum += texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x, texcoord.y - blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x, texcoord.y + blurSize)).rgb * 0.13;
sum += texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize)).rgb * 0.1;
sum += texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize)).rgb * 0.02;
sum += texture(Source, vec2(texcoord.x, texcoord.y - blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x, texcoord.y + blurSize)).rgb * 0.03;
sum += texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize)).rgb * 0.02;
return sum * global.glow;
return sum * global.glow/15.0;
}
float noise(vec2 co)
@ -453,6 +473,8 @@ vec3 NTSCtoSRGB( vec3 c )
////NTSC COLOR CONVERSION
void main()
{
vec2 pos = Warp(vTexCoord.xy);
@ -460,7 +482,7 @@ void main()
vec2 pC4 = (pos + 0.5/tex_size);
vec2 fp = fract(pos * tex_size);
if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*0.5);}
if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*1.0/Downscale);}
vec4 res = vec4(1.0);
@ -509,11 +531,18 @@ void main()
color = vec3(mix(color, comp, m));
}
mat3 hue = mat3 (1., rg, rb, //red tint
gr, 1., gb, //green tint
br, bg, 1.); //blue tint
color = hue * color;
color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8));
color = mix(color.rgb, NTSCtoSRGB(color.rgb), global.intensity);
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
float f = center_dist.y;
float f = center_dist.y+0.5; //fix excessive moire
if (global.inter > 0.5 && tex_size.y > 400.0) color = color;
else
@ -524,15 +553,15 @@ void main()
color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
color = pow(color,vec3(1.0 / global.GAMMA_OUT));
if (global.glow != 0.0) color += glow0(coords,color);
color = pow(color,vec3(1.0 / global.GAMMA_OUT));
if (global.sat != 1.0) color = saturation(color);
if (global.corner != 0.0) color *= corner0(pC4);
if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois;
color*=mix(1.0,global.postbr,lum);
color = mix(color.rgb, NTSCtoSRGB(color.rgb), global.intensity);
color *= mix(1.0, global.postbr, lum);
res = vec4(color, 1.0);
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;