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https://github.com/italicsjenga/slang-shaders.git
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Update crt-pi.slang
Add run-time parameters, replace 'gl_FragCoord' with 'vTexCoord / OutputSize.xy' because the spec recommends it.
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@ -1,5 +1,26 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float CURVATURE_X;
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float CURVATURE_Y;
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float MASK_BRIGHTNESS;
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float SCANLINE_WEIGHT;
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float SCANLINE_GAP_BRIGHTNESS;
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float BLOOM_FACTOR;
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float INPUT_GAMMA;
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float OUTPUT_GAMMA;
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} param;
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#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
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#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
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#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
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#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
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#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
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#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
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#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
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#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
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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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@ -8,14 +29,24 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 SourceSize;
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} global;
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#define CURVATURE_X 0.10
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#define CURVATURE_Y 0.25
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#define MASK_BRIGHTNESS 0.70
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 1.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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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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layout(location = 1) out float filterWidth;
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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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filterWidth = (global.SourceSize.y * global.OutputSize.w) * 0.333333333;
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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 = 1) in float filterWidth;
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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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/* MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) */
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#define MASK_TYPE 2
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@ -27,7 +58,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SHARPER
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#define MULTISAMPLE
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Copyright (C) 2015-2016 davej
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@ -68,27 +98,8 @@ MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how
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much the mask type darkens the screen.
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*/
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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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layout(location = 1) out float filterWidth;
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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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filterWidth = (global.SourceSize.y * global.OutputSize.w) * 0.333333333;
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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 = 1) in float filterWidth;
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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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#if defined(CURVATURE)
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 CURVATURE_DISTORTION = vec2(param.CURVATURE_X, param.CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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@ -113,7 +124,7 @@ vec2 Distort(vec2 coord)
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float CalcScanLineWeight(float dist)
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{
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return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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return max(1.0-dist*dist*param.SCANLINE_WEIGHT, param.SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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@ -179,33 +190,33 @@ void main()
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#if defined(GAMMA) && defined(FAKE_GAMMA)
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colour = colour * colour;
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#elif defined(GAMMA)
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colour = pow(colour, vec3(INPUT_GAMMA));
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colour = pow(colour, vec3(param.INPUT_GAMMA));
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#endif
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/* Apply scanlines */
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scanLineWeight *= BLOOM_FACTOR;
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scanLineWeight *= param.BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA) && defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#elif defined(GAMMA)
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colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
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colour = pow(colour, vec3(1.0/param.OUTPUT_GAMMA));
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#endif
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#endif /* SCANLINES */
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#if MASK_TYPE == 1
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float whichMask = fract(gl_FragCoord.x * 0.5);
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float whichMask = fract((vTexCoord.x * global.OutputSize.x) * 0.5);
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vec3 mask = vec3(1.0);
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if (whichMask < 0.5) mask.rb = vec2(MASK_BRIGHTNESS);
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else mask.g = MASK_BRIGHTNESS;
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if (whichMask < 0.5) mask.rb = vec2(param.MASK_BRIGHTNESS);
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else mask.g = param.MASK_BRIGHTNESS;
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colour *= mask;
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#elif MASK_TYPE == 2
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float whichMask = fract(gl_FragCoord.x * 0.3333333);
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vec3 mask = vec3(MASK_BRIGHTNESS);
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float whichMask = fract((vTexCoord.x * global.OutputSize.x) * 0.3333333);
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vec3 mask = vec3(param.MASK_BRIGHTNESS);
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if (whichMask < 0.3333333) mask.r = 1.0;
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else if (whichMask < 0.6666666) mask.g = 1.0;
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