diff --git a/crt/crt-nobody.slangp b/crt/crt-nobody.slangp new file mode 100644 index 0000000..0fdab5a --- /dev/null +++ b/crt/crt-nobody.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/crt-nobody.slang +filter_linear0 = false diff --git a/crt/shaders/crt-nobody.slang b/crt/shaders/crt-nobody.slang new file mode 100644 index 0000000..9033e2a --- /dev/null +++ b/crt/shaders/crt-nobody.slang @@ -0,0 +1,118 @@ +#version 450 + +/* + Hyllian's crt-nobody Shader + + 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 + 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 VSCANLINES; + float SCAN_SIZE; + float COLOR_BOOST; + float InputGamma; + float OutputGamma; +} param; + +#pragma parameter VSCANLINES "Vertical Scanlines" 0.0 0.0 1.0 1.0 +#pragma parameter SCAN_SIZE "Scanlines Size" 0.86 0.0 1.0 0.01 +#pragma parameter COLOR_BOOST "Color Boost" 1.25 1.0 2.0 0.05 +#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 4.0 0.1 +#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1 + +#define VSCANLINES param.VSCANLINES +#define SCAN_SIZE param.SCAN_SIZE +#define COLOR_BOOST param.COLOR_BOOST +#define InputGamma param.InputGamma +#define OutputGamma param.OutputGamma + +#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) + +#define PIX_SIZE 1.11 + +float pix_sizex = mix(PIX_SIZE, SCAN_SIZE, VSCANLINES); +float scan_sizey = mix(SCAN_SIZE, PIX_SIZE, VSCANLINES); + +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 = 2) uniform sampler2D Source; + +float wgt(float size) +{ + size = clamp(size, -1.0, 1.0); + + size = 1.0 - size * size; + + return size * size * size; +} + +void main() +{ + vec2 pix_coord = vTexCoord*param.SourceSize.xy; + vec2 tc = (floor(pix_coord)+vec2(0.5, 0.5)) * param.SourceSize.zw; // tc = texel coord + vec2 pos = fract(pix_coord)-vec2(0.5, 0.5); // pos = pixel position + vec2 dir = sign(pos); // dir = pixel direction + pos = abs(pos); + + vec2 g1 = dir*vec2( param.SourceSize.z, 0); + vec2 g2 = dir*vec2( 0, param.SourceSize.w); + + vec3 A = GAMMA_IN(texture(Source, tc ).xyz); + vec3 B = GAMMA_IN(texture(Source, tc +g1 ).xyz); + vec3 C = GAMMA_IN(texture(Source, tc +g2).xyz); + vec3 D = GAMMA_IN(texture(Source, tc +g1+g2).xyz); + + vec2 dx = vec2(pos.x, 1.0-pos.x) / pix_sizex; + vec2 dy = vec2(pos.y, 1.0-pos.y) / scan_sizey; + + vec2 wx = vec2(wgt(dx.x), wgt(dx.y)); + vec2 wy = vec2(wgt(dy.x), wgt(dy.y)); + + vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y; + + color *= COLOR_BOOST; + + FragColor = vec4(GAMMA_OUT(color), 1.0); +}