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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
add dotmask and fix some things with crt-geom
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c1b2f02bf5
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@ -170,7 +170,7 @@ vec4 scanlineWeights(float distance, vec4 color)
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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;
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vTexCoord = TexCoord * vec2(1.00001);
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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@ -178,13 +178,13 @@ void main()
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cosangle = cos(angle);
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stretch = maxscale();
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ilfac = vec2(1.0,(global.SourceSize.y/200.0));
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ilfac = vec2(1.0, 1.0000001);//vec2(1.0,(global.SourceSize.y/200.0));
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// The size of one texel, in texture-coordinates.
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one = ilfac / global.SourceSize.xy;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = TexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x;
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mod_factor = vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x;
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}
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#pragma stage fragment
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@ -408,7 +408,7 @@ void main()
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vec3 dotMaskWeights = mix(
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vec3(1.0, 1.0 - DOTMASK, 1.0),
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vec3(1.0 - DOTMASK, 1.0, 1.0 - DOTMASK),
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floor(mod(mod_factor, 2.01))
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floor(mod(mod_factor, 2.0))
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);
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mul_res *= dotMaskWeights;
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102
crt/shaders/dotmask.slang
Normal file
102
crt/shaders/dotmask.slang
Normal file
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@ -0,0 +1,102 @@
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define DOTMASK_STRENGTH 0.3
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 0.0
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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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;
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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 = 2) uniform sampler2D Source;
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// Shadow mask.
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vec3 Mask(vec2 pos){
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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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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else 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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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else 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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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)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else 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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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)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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return mask;}
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void main()
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{
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vec3 res = texture(Source, vTexCoord).rgb;
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float mask = 1.0 - DOTMASK_STRENGTH;
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//cgwg's dotmask emulation:
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//Output pixels are alternately tinted green and magenta
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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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if (shadowMask == 0) {
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res *= dotMaskWeights;
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}
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else {
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res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
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}
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FragColor = vec4(res, 1.0);
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}
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