diff --git a/crt/shaders/fake-crt-geom.slang b/crt/shaders/fake-crt-geom.slang index 5283dd2..cab4b25 100644 --- a/crt/shaders/fake-crt-geom.slang +++ b/crt/shaders/fake-crt-geom.slang @@ -9,54 +9,51 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float SCANLINE; + float SCANLINE_SINE_COMP_B; float warpX; float warpY; float corner_round; float cgwg; - float boost; - float SHARPNESS; - float SPEEDUP; - float WP; - float sat; + float boost,monitor_gamma,crt_gamma; + float SIZE,GLOW_LINE; } params; // Parameter lines go here: -#pragma parameter warpX "warpX" 0.02 0.0 0.125 0.01 +#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.3 0.0 1.0 0.05 +#pragma parameter SIZE "Scanline size" 1.0 0.5 2.0 0.5 +#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01 +#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01 +#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 +#pragma parameter cgwg "CGWG mask brightness" 0.7 0.0 1.0 0.1 +#pragma parameter crt_gamma "CRT Gamma" 2.4 1.0 4.0 0.05 +#pragma parameter monitor_gamma "Monitor Gamma" 2.25 1.0 4.0 0.05 +#pragma parameter boost "Bright boost " 0.20 0.00 1.00 0.02 +#pragma parameter GLOW_LINE "Glowing line" 0.006 0.00 0.20 0.001 + + +#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B +#define SIZE params.SIZE #define warpX params.warpX - -#pragma parameter warpY "warpY" 0.04 0.0 0.125 0.01 #define warpY params.warpY - -#pragma parameter corner_round "Corner Roundness" 0.020 0.005 0.100 0.01 #define corner_round params.corner_round - -#pragma parameter SHARPNESS " Blurriness" 0.5 0.0 0.5 0.01 -#define SHARPNESS params.SHARPNESS - -#pragma parameter SCANLINE "Scanline Intensity" 0.60 0.0 1.0 0.05 -#define SCANLINE params.SCANLINE - -#pragma parameter cgwg "CGWG mask brightness " 0.6 0.0 1.0 0.1 #define cgwg params.cgwg - -#pragma parameter boost " Bright boost " 1.00 1.00 2.00 0.02 +#define crt_gamma params.crt_gamma +#define monitor_gamma params.monitor_gamma #define boost params.boost +#define GLOW_LINE params.GLOW_LINE -#pragma parameter sat " Saturation" 1.0 0.0 2.0 0.05 -#define sat params.sat -#pragma parameter WP " Color Temperature" 0.0 -0.25 0.25 0.01 -#define WP params.WP +#define OutputSize params.OutputSize +#define SourceSize params.SourceSize +#define OriginalSize params.OriginalSize +#define FrameCount params.FrameCount +#define pi 3.141592 +#define in_gamma vec4(crt_gamma, crt_gamma, crt_gamma, 1.0) +#define out_gamma vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0) +#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy) -#pragma parameter SPEEDUP "Speed-up. Warp,Gamma,Corner disabled" 0.0 0.0 1.0 1.0 -#define SPEEDUP params.SPEEDUP -#define pi 3.141592654 -#define in_gamma vec3(2.4) -#define out_gamma vec3(1.0 / 2.25) - layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -66,114 +63,105 @@ layout(std140, set = 0, binding = 0) uniform UBO layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out float omega; -layout(location = 2) out vec2 pix; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; - omega = pi * params.SourceSize.y * 2.0; - pix = vec2(1.0, params.SourceSize.z/params.SourceSize.zw); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in float omega; -layout(location = 2) in vec2 pix; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; +#define iTimer (float(FrameCount)*60.0) -/////////////////////////////////////////////////////////////////////////////////////////////// +vec4 scanline(vec2 coord, vec4 frame, float l) +{ + float SCANLINE_SINE_COMP = mix(SCANLINE_SINE_COMP_B*1.5,SCANLINE_SINE_COMP_B,l); + vec3 res = frame.xyz; + vec3 scanline = res * (SCANLINE_SINE_COMP*sin(fract(coord.y*SIZE*SourceSize.y)*pi)+1.0- SCANLINE_SINE_COMP); + + return vec4(scanline, 1.0); +} + + +// Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos) { - pos = 2.0*pos - 1.0; - pos *= vec2(1.0 + (pos.y*pos.y) * warpX, - 1.0 + (pos.x*pos.x) * warpY); + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); return pos*0.5 + 0.5; } -vec3 scanline(float y, vec3 frame) -{ - vec3 scanline = frame*( 1.0 + SCANLINE*sin(y*omega)); - - return scanline; -} - float corner(vec2 coord) -{ +{ + + coord *= scale.xy; coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * pix; - vec2 cdist = vec2(corner_round); + coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x); + vec2 cdist = vec2(corner_round); coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - - return clamp( (cdist.x-dist)*300.0, 0.0, 1.0); + float dist = sqrt(dot(coord,coord)); + return clamp((cdist.x-dist)*300.0,0.0, 1.0); } -// mask calculation - vec3 Mask(float pos) - { - vec3 mask = vec3(1.0); - - float mf = fract(pos*0.5); - if (mf <0.5) mask.g = cgwg; - else { mask.r = cgwg; mask.b = cgwg; }; - - return mask; - } -/////////////////////////////////////////////////////////////////// +// mask calculation + // cgwg mask. + vec4 Mask(vec2 pos) + { + vec3 mask = vec3(1.0); + + float m = fract(pos.x*0.5); + if (m<0.5) return vec4(cgwg,cgwg,cgwg,1.0); + else return vec4(mask,1.0); + + } + + float randomPass(vec2 coords) + { + return fract(smoothstep(-120.0, 0.0, coords.y - (SourceSize.y + 120.0) * fract(iTimer * 0.00015))); +} + void main() -{ - vec2 pos; - if (SPEEDUP == 0.0 ) - pos = Warp(vTexCoord.xy); - else pos = vTexCoord; +{ -//borrowed from CRT-Pi - vec2 OGL2Pos = pos * params.SourceSize.xy; - vec2 pC4 = floor(OGL2Pos) + 0.5; - vec2 coord = pC4 / params.SourceSize.xy; - vec2 deltas = OGL2Pos - pC4; - vec2 signs = sign(deltas); - deltas.x *= 2.0; - deltas = deltas * deltas; - deltas.y = deltas.y * deltas.y; - deltas.x *= SHARPNESS; - deltas.y *= 8.0; - deltas /= params.SourceSize.xy; - deltas *= signs; - vec2 tc = coord + deltas; + vec2 pos = Warp(vTexCoord.xy*(scale.xy))*scale.zw; + vec2 OGL2Pos = pos * SourceSize.xy; + vec2 pC4 = floor(OGL2Pos) + 0.5; + vec2 coord = pC4 / SourceSize.xy; - vec3 res = texture(Source, tc).rgb; + vec2 tc = vec2(pos.x, coord.y); -// mask effects look bad unless applied in linear gamma space - - float lum = max(max(res.r,res.b),res.b); - if (SPEEDUP == 0.0) res = pow(res,in_gamma); else res *= mix(0.82,1.05,lum); - - if (boost != 1.0) res *= mix(1.0,boost,lum); + vec4 res = texture(Source, tc); + float l = max(max(res.r,res.g),res.b); + res = scanline(pos,res,l); + res = scanline(1.0-pos,res,l); + res = scanline(1.0+pos,res,l); + res = pow(res,in_gamma); -// apply the mask; - res *= Mask(vTexCoord.x * params.OutputSize.x * 1.0001); + // apply the mask; looks bad with vert scanlines so make them mutually exclusive + res *= Mask(vTexCoord *OutputSize.xy * 1.0001); -// re-apply the gamma curve for the mask path - vec3 color = scanline(pos.y, res); - if (SPEEDUP == 0.0) color = pow( color, out_gamma); else color; - if (SPEEDUP == 0.0 ) color = color*corner(tc); - color.rgb *= vec3(1.0+WP,1.0,1.0-WP); +#if defined GL_ES + // hacky clamp fix for GLES + vec2 bordertest = (tc); + if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) + res = res; + else + res = vec4(0.,0.,0.,0.); +#endif + vec4 color = res; - vec3 lumweight=vec3(0.3,0.6,0.1); - float gray = dot(color,lumweight); - vec3 graycolour = vec3(gray); - color = vec3(mix(graycolour,color,sat)); - - - FragColor = vec4(color,1.0) ; + // re-apply the gamma curve for the mask path + color = pow(color, out_gamma); + color += boost*color; + color += randomPass(tc * SourceSize.xy) * GLOW_LINE; + FragColor = color*corner(tc); }