mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
commit
454e1ac131
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@ -12,7 +12,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define CRTgamma 2.4
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#define monitorgamma 2.2
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#define d 1.5
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//#define CURVATURE 1.0
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#define CURVATURE 1.0
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#define R 2.0
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#define cornersize 0.03
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#define cornersmooth 1000.0
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@ -71,7 +71,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// aspect ratio
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vec2 aspect = vec2(1.0, 0.75);
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vec2 angle = vec2(0.0, 0.0);
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vec2 overscan = vec2(1.01, 1.01);
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#pragma stage vertex
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@ -84,6 +83,7 @@ layout(location = 3) out vec3 stretch;
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layout(location = 4) out vec2 ilfac;
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layout(location = 5) out vec2 one;
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layout(location = 6) out float mod_factor;
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layout(location = 7) out vec2 TextureSize;
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float intersect(vec2 xy)
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{
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@ -97,18 +97,16 @@ float intersect(vec2 xy)
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vec2 bkwtrans(vec2 xy)
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{
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float c = intersect(xy);
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vec2 point = vec2(c)*xy;
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point -= vec2(-R)*sinangle;
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point /= vec2(R);
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vec2 tang = sinangle/cosangle;
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vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R);
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vec2 poc = point/cosangle;
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float A = dot(tang,tang)+1.0;
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float B = -2.0*dot(poc,tang);
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float C = dot(poc,poc)-1.0;
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vec2 tang = sinangle/cosangle;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
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vec2 uv = (point-a*sinangle)/cosangle;
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float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
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vec2 uv = (point - a*sinangle)/cosangle;
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float r = R*acos(a);
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return uv*r/sin(r/R);
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@ -128,10 +126,12 @@ vec3 maxscale()
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{
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vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5,0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x,
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fwtrans(vec2(c.x,-a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
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fwtrans(vec2(c.x,+a.y)).y)/aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
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}
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@ -174,14 +174,19 @@ void main()
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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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sinangle = sin(angle);
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cosangle = cos(angle);
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sinangle = sin(vec2(x_tilt, y_tilt));
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cosangle = cos(vec2(x_tilt, y_tilt));
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stretch = maxscale();
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TextureSize = vec2(SHARPER * global.SourceSize.x, global.SourceSize.y);
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ilfac = vec2(1.0, 1.0000001);//vec2(1.0,(global.SourceSize.y/200.0));
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#ifdef INTERLACED
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ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/200.0), 1.0, 2.0));
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#else
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ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/1000.0), 1.0, 2.0));
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#endif
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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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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x;
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@ -195,13 +200,14 @@ layout(location = 3) in vec3 stretch;
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layout(location = 4) in vec2 ilfac;
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layout(location = 5) in vec2 one;
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layout(location = 6) in float mod_factor;
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layout(location = 7) in vec2 TextureSize;
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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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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + d*d;
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float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y) - d*d);
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float B = 2.0*(R*(dot(xy,sinangle) - d*cosangle.x*cosangle.y) - d*d);
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float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
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return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
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@ -210,20 +216,16 @@ float intersect(vec2 xy)
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vec2 bkwtrans(vec2 xy)
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{
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float c = intersect(xy);
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vec2 point = vec2(c)*xy;
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point -= vec2(-R)*sinangle;
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point /= vec2(R);
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vec2 tang = sinangle/cosangle;
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vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R);
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vec2 poc = point/cosangle;
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vec2 tang = sinangle/cosangle;
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float A = dot(tang,tang)+1.0;
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float B = -2.0*dot(poc,tang);
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float C = dot(poc,poc)-1.0;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
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vec2 uv = (point-a*sinangle)/cosangle;
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float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
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vec2 uv = (point - a*sinangle) / cosangle;
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float r = R*acos(a);
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return uv*r/sin(r/R);
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@ -231,23 +233,23 @@ vec2 bkwtrans(vec2 xy)
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vec2 fwtrans(vec2 uv)
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{
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float r = FIX(sqrt(dot(uv,uv)));
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float r = FIX(sqrt(dot(uv, uv)));
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uv *= sin(r/R)/r;
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float x = 1.0-cos(r/R);
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float x = 1.0 - cos(r/R);
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float D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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return d*(uv*cosangle-x*sinangle)/D;
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return d*(uv*cosangle - x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5,0.5)*aspect;
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x,
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fwtrans(vec2(c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
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fwtrans(vec2(c.x, +a.y)).y)/aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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}
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@ -283,22 +285,21 @@ vec4 scanlineWeights(float distance, vec4 color)
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vec2 transform(vec2 coord)
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{
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coord *= global.SourceSize.xy;
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coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy;
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coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
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return (bkwtrans(coord)/vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect+vec2(0.5)) * global.SourceSize.xy;
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return (bkwtrans(coord) /
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vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
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}
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float corner(vec2 coord)
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{
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// coord *= global.SourceSize.xy / global.SourceSize.zw;
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coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5);
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coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * aspect;
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vec2 cdist = vec2(cornersize);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x-dist)*cornersmooth, 0.0, 1.0);
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return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0);
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}
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void main()
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@ -330,6 +331,7 @@ void main()
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#else
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vec2 xy = vTexCoord;
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#endif
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float cval = corner(xy);
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// Of all the pixels that are mapped onto the texel we are
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@ -339,14 +341,12 @@ void main()
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#else
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vec2 ilvec = vec2(0.0, ilfac.y);
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#endif
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vec2 ratio_scale = (xy * global.SourceSize.xy - vec2(0.5, 0.5) + ilvec)/ilfac;
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);//global.SourceSize.y / global.OutputSize.y;
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#endif
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vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
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vec2 uv_ratio = fract(ratio_scale);
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// Snap to the center of the underlying texel.
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xy = (floor(ratio_scale)*ilfac + vec2(0.5, 0.5) - ilvec) / global.SourceSize.xy;
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xy = (floor(ratio_scale)*ilfac + vec2(0.5, 0.5) - ilvec) / TextureSize;
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// Calculate Lanczos scaling coefficients describing the effect
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// of various neighbour texels in a scanline on the current
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@ -393,14 +393,17 @@ void main()
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// the current pixel.
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vec4 weights = scanlineWeights(uv_ratio.y, col);
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vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
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// dot-mask emulation:
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