From 444f4772d3714ef6ea4ffaef3780165511ccae16 Mon Sep 17 00:00:00 2001 From: hunterk Date: Fri, 6 Oct 2017 09:26:48 -0500 Subject: [PATCH] add crt-hyllian-glow shaders and preset --- crt/crt-hyllian-glow.slangp | 30 +++ .../crt-hyllian-glow/crt-hyllian.slang | 185 ++++++++++++++++++ crt/shaders/crt-hyllian-glow/resolve2.slang | 50 +++++ 3 files changed, 265 insertions(+) create mode 100644 crt/crt-hyllian-glow.slangp create mode 100644 crt/shaders/crt-hyllian-glow/crt-hyllian.slang create mode 100644 crt/shaders/crt-hyllian-glow/resolve2.slang diff --git a/crt/crt-hyllian-glow.slangp b/crt/crt-hyllian-glow.slangp new file mode 100644 index 0000000..0b44c78 --- /dev/null +++ b/crt/crt-hyllian-glow.slangp @@ -0,0 +1,30 @@ +shaders = 6 + +shader0 = shaders/glow/linearize.slang +filter_linear0 = false +srgb_framebuffer0 = true + +shader1 = shaders/crt-hyllian-glow/crt-hyllian.slang +filter_linear1 = false +scale_type1 = viewport +scale1 = 1.0 +srgb_framebuffer1 = true +alias1 = CRT_PASS + +shader2 = shaders/glow/threshold.slang +filter_linear2 = false +srgb_framebuffer2 = true + +shader3 = shaders/glow/blur_horiz.slang +mipmap_input3 = true +filter_linear3 = true +scale_type3 = source +scale3 = 0.25 +srgb_framebuffer3 = true + +shader4 = shaders/glow/blur_vert.slang +filter_linear4 = true +srgb_framebuffer4 = true + +shader5 = shaders/crt-hyllian-glow/resolve2.slang +filter_linear5 = true \ No newline at end of file diff --git a/crt/shaders/crt-hyllian-glow/crt-hyllian.slang b/crt/shaders/crt-hyllian-glow/crt-hyllian.slang new file mode 100644 index 0000000..175d853 --- /dev/null +++ b/crt/shaders/crt-hyllian-glow/crt-hyllian.slang @@ -0,0 +1,185 @@ +#version 450 + +layout(push_constant) uniform Push +{ + float PHOSPHOR; + float VSCANLINES; + float InputGamma; + float OutputGamma; + float SHARPNESS; + float COLOR_BOOST; + float RED_BOOST; + float GREEN_BOOST; + float BLUE_BOOST; + float SCANLINES_STRENGTH; + float BEAM_MIN_WIDTH; + float BEAM_MAX_WIDTH; + float CRT_ANTI_RINGING; +} param; + +#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 0.0 0.0 1.0 1.0 +#pragma parameter VSCANLINES "CRT - Scanlines Direction" 0.0 0.0 1.0 1.0 +#pragma parameter InputGamma "CRT - Input gamma" 2.2 0.0 5.0 0.1 +#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1 +#pragma parameter SHARPNESS "CRT - Sharpness Hack" 2.0 1.0 5.0 1.0 +#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.3 1.0 2.0 0.05 +#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01 +#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01 +#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01 +#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 1.0 0.0 1.0 0.02 +#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.60 0.0 1.0 0.02 +#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 0.80 0.0 1.0 0.02 +#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} 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; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 FragCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +/* + Hyllian's CRT Shader + + Copyright (C) 2011-2016 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. +*/ + +#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma)) + +// Horizontal cubic filter. + +// Some known filters use these values: + +// B = 0.0, C = 0.0 => Hermite cubic filter. +// B = 1.0, C = 0.0 => Cubic B-Spline filter. +// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader. +// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter. +// B = 0.3782, C = 0.3109 => Robidoux filter. +// B = 0.2620, C = 0.3690 => Robidoux Sharp filter. +// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian). + +// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif + +// Change these params to configure the horizontal filter. +float B = 0.0; +float C = 0.5; + +mat4x4 invX = mat4x4( + (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0, + (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0, + -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0, + (B + 6.0*C)/6.0, -C, 0.0, 0.0 +); + + + +void main() +{ + vec3 color; + + vec2 TextureSize = vec2(param.SHARPNESS*global.SourceSize.x, global.SourceSize.y); + + vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES); + vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES); + + vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5); + + vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, param.VSCANLINES); + + vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES); + + vec3 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz); + vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz); + vec3 c02 = GAMMA_IN(texture(Source, tc + dx - dy).xyz); + vec3 c03 = GAMMA_IN(texture(Source, tc + 2.0*dx - dy).xyz); + vec3 c10 = GAMMA_IN(texture(Source, tc - dx ).xyz); + vec3 c11 = GAMMA_IN(texture(Source, tc ).xyz); + vec3 c12 = GAMMA_IN(texture(Source, tc + dx ).xyz); + vec3 c13 = GAMMA_IN(texture(Source, tc + 2.0*dx ).xyz); + + // Get min/max samples + vec3 min_sample = min(min(c01, c11), min(c02, c12)); + vec3 max_sample = max(max(c01, c11), max(c02, c12)); + + mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03); + mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13); + + vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX; + vec3 color0 = color_matrix0 * invX_Px; + vec3 color1 = color_matrix1 * invX_Px; + + // Anti-ringing + vec3 aux = color0; + color0 = clamp(color0, min_sample, max_sample); + color0 = mix(aux, color0, param.CRT_ANTI_RINGING); + aux = color1; + color1 = clamp(color1, min_sample, max_sample); + color1 = mix(aux, color1, param.CRT_ANTI_RINGING); + + float pos0 = fp.y; + float pos1 = 1 - fp.y; + + vec3 lum0 = mix(vec3(param.BEAM_MIN_WIDTH), vec3(param.BEAM_MAX_WIDTH), color0); + vec3 lum1 = mix(vec3(param.BEAM_MIN_WIDTH), vec3(param.BEAM_MAX_WIDTH), color1); + + vec3 d0 = clamp(pos0/(lum0 + 0.0000001), 0.0, 1.0); + vec3 d1 = clamp(pos1/(lum1 + 0.0000001), 0.0, 1.0); + + d0 = exp(-10.0*param.SCANLINES_STRENGTH*d0*d0); + d1 = exp(-10.0*param.SCANLINES_STRENGTH*d1*d1); + + color = clamp(color0*d0 + color1*d1, 0.0, 1.0); + + color *= param.COLOR_BOOST*vec3(param.RED_BOOST, param.GREEN_BOOST, param.BLUE_BOOST); + + float mod_factor = mix(vTexCoord.x * global.OutputSize.x, vTexCoord.y * global.OutputSize.y, param.VSCANLINES); + + vec3 dotMaskWeights = mix( + vec3(1.0, 0.7, 1.0), + vec3(0.7, 1.0, 0.7), + floor(mod(mod_factor, 2.0)) + ); + + color.rgb *= mix(vec3(1.0), dotMaskWeights, param.PHOSPHOR); + + color = GAMMA_OUT(color); + + FragColor = vec4(color, 1.0); +} diff --git a/crt/shaders/crt-hyllian-glow/resolve2.slang b/crt/shaders/crt-hyllian-glow/resolve2.slang new file mode 100644 index 0000000..3631e89 --- /dev/null +++ b/crt/shaders/crt-hyllian-glow/resolve2.slang @@ -0,0 +1,50 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float BLOOM_STRENGTH; + float SOURCE_BOOST; +} params; + +#pragma parameter BLOOM_STRENGTH "Bloom Strength" 0.45 0.0 1.0 0.01 +#pragma parameter SOURCE_BOOST "Bloom Color Boost" 1.15 1.0 1.3 0.01 + +#define BLOOM_STRENGTH params.BLOOM_STRENGTH +#define SOURCE_BOOST params.SOURCE_BOOST + +#define INV_OUTPUT_GAMMA (1.0 / 2.2) +#define saturate(c) clamp(c, 0.0, 1.0) + +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; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D CRT_PASS; + +void main() +{ + vec3 source = SOURCE_BOOST * texture(CRT_PASS, vTexCoord).rgb; + vec3 bloom = texture(Source, vTexCoord).rgb; + source += BLOOM_STRENGTH * bloom; + FragColor = vec4(pow(saturate(source), vec3(INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA,INV_OUTPUT_GAMMA)), 1.0); +} \ No newline at end of file