mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Merge pull request #356 from HyperspaceMadness/AddZFastWithCurvature
Added zfast_crt_curvature
This commit is contained in:
commit
39fd0bef8f
145
crt/shaders/zfast_crt/zfast_crt_curvature.slang
Normal file
145
crt/shaders/zfast_crt/zfast_crt_curvature.slang
Normal file
|
@ -0,0 +1,145 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
zfast_crt_standard - A simple, fast CRT shader.
|
||||
|
||||
Copyright (C) 2017 Greg Hogan (SoltanGris42)
|
||||
|
||||
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.
|
||||
|
||||
|
||||
Notes: This shader does scaling with a weighted linear filter for adjustable
|
||||
sharpness on the x and y axes based on the algorithm by Inigo Quilez here:
|
||||
http://http://www.iquilezles.org/www/articles/texture/texture.htm
|
||||
but modified to be somewhat sharper. Then a scanline effect that varies
|
||||
based on pixel brighness is applied along with a monochrome aperture mask.
|
||||
This shader runs at 60fps on the Raspberry Pi 3 hardware at 2mpix/s
|
||||
resolutions (1920x1080 or 1600x1200).
|
||||
|
||||
The curvature version originally comes from here originally in glsl
|
||||
https://github.com/ghogan42/common-shaders/tree/zfast_shaders
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float BLURSCALEX, LOWLUMSCAN, HILUMSCAN, BRIGHTBOOST, MASK_DARK, MASK_FADE;
|
||||
float CURVE, CORNER;
|
||||
} params;
|
||||
|
||||
#pragma parameter BLURSCALEX "Blur Amount X-Axis" 0.30 0.0 1.0 0.05
|
||||
#pragma parameter LOWLUMSCAN "Scanline Darkness - Low" 6.0 0.0 10.0 0.5
|
||||
#pragma parameter HILUMSCAN "Scanline Darkness - High" 8.0 0.0 50.0 1.0
|
||||
#pragma parameter BRIGHTBOOST "Dark Pixel Brightness Boost" 1.25 0.5 1.5 0.05
|
||||
#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
|
||||
#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
|
||||
#pragma parameter CURVE "Curvature" 0.03 0.0 0.3 0.002
|
||||
#pragma parameter CORNER "Corner" 0.3 0.0 20.0 0.1
|
||||
|
||||
#define BLURSCALEX params.BLURSCALEX
|
||||
#define LOWLUMSCAN params.LOWLUMSCAN
|
||||
#define HILUMSCAN params.HILUMSCAN
|
||||
#define BRIGHTBOOST params.BRIGHTBOOST
|
||||
#define MASK_DARK params.MASK_DARK
|
||||
#define MASK_FADE params.MASK_FADE
|
||||
#define CURVE params.CURVE
|
||||
#define CORNER params.CORNER
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
//For testing compilation
|
||||
//#define FRAGMENT
|
||||
//#define VERTEX
|
||||
|
||||
//This can't be an option without slowing the shader down
|
||||
//Comment this out for a coarser 3 pixel mask...which is currently broken
|
||||
//on SNES Classic Edition due to Mali 400 gpu precision
|
||||
#define FINEMASK
|
||||
//Some drivers don't return black with texture coordinates out of bounds
|
||||
//SNES Classic is too slow to black these areas out when using fullscreen
|
||||
//overlays. But you can uncomment the below to black them out if necessary
|
||||
//#define BLACK_OUT_BORDER
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out float maskFade;
|
||||
layout(location = 2) out vec2 invDims;
|
||||
layout(location = 3) out float cornerConst;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
maskFade = 0.3333*MASK_FADE;
|
||||
invDims = 1.0/params.SourceSize.xy;
|
||||
cornerConst = CORNER*0.0001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in float maskFade;
|
||||
layout(location = 2) in vec2 invDims;
|
||||
layout(location = 3) in float cornerConst;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
vec2 warp(vec2 pos){
|
||||
pos = -1.0 + 2.0*pos;
|
||||
vec2 p = pos*pos;
|
||||
#if defined(VERTICAL)
|
||||
pos*=vec2(1.0 + CURVE*p.y ,1.0 + 1.3333*CURVE*p.x);
|
||||
#else
|
||||
pos*=vec2(1.0 + 1.3333*CURVE*p.y ,1.0 + CURVE*p.x);
|
||||
#endif
|
||||
return clamp(pos*0.5+0.5, 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 curved_coord = warp(vTexCoord);
|
||||
|
||||
//This is just like "Quilez Scaling" but sharper
|
||||
vec2 p = curved_coord * params.SourceSize.xy;
|
||||
vec2 i = floor(p) + 0.50;
|
||||
vec2 f = p - i;
|
||||
p = (i + 4.0*f*f*f)*invDims;
|
||||
p.x = mix( p.x , curved_coord.x, BLURSCALEX);
|
||||
float Y = f.y*f.y;
|
||||
float YY = Y*Y;
|
||||
|
||||
#if defined(FINEMASK)
|
||||
float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999));
|
||||
float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
|
||||
#else
|
||||
float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333));
|
||||
float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
|
||||
#endif
|
||||
vec3 colour = texture(Source, p).rgb;
|
||||
|
||||
float scanLineWeight = (BRIGHTBOOST - LOWLUMSCAN*(Y - 2.05*YY));
|
||||
float scanLineWeightB = 1.0 - HILUMSCAN*(YY-2.8*YY*Y);
|
||||
|
||||
#if defined(BLACK_OUT_BORDER)
|
||||
colour.rgb*=float(tc.x > 0.0)*float(tc.y > 0.0); //why doesn't the driver do the right thing?
|
||||
#endif
|
||||
|
||||
|
||||
//This is how will black out the rounded corners
|
||||
vec2 corn = min(curved_coord, vec2(1.0) - curved_coord); //This is used to mask the rounded
|
||||
corn.x = cornerConst/corn.x; //corners later on
|
||||
if (corn.y <= corn.x)
|
||||
colour = vec3(0.0);
|
||||
|
||||
FragColor.rgb = colour.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(colour.rgb,vec3(maskFade)));
|
||||
}
|
4
crt/zfast-crt-curvature.slangp
Normal file
4
crt/zfast-crt-curvature.slangp
Normal file
|
@ -0,0 +1,4 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/zfast_crt/zfast_crt_curvature.slang
|
||||
filter_linear0 = true
|
Loading…
Reference in a new issue