From 46df8c20c6bba1a82d02dd01a432daba3134cf43 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 2 Aug 2016 12:13:40 -0500 Subject: [PATCH] add parameters and push constants to crt-geom --- crt/shaders/crt-geom.slang | 147 +++++++++++++++++++++---------------- 1 file changed, 83 insertions(+), 64 deletions(-) diff --git a/crt/shaders/crt-geom.slang b/crt/shaders/crt-geom.slang index 40cef9e..4f049ef 100644 --- a/crt/shaders/crt-geom.slang +++ b/crt/shaders/crt-geom.slang @@ -1,28 +1,47 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; + float CRTgamma; + float monitorgamma; + float d; + float R; + float cornersize; + float cornersmooth; + float x_tilt; + float y_tilt; + float overscan_x; + float overscan_y; + float DOTMASK; + float SHARPER; + float scanline_weight; + float CURVATURE; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; - uint FrameCount; + vec4 OutputSize; } global; -#define CRTgamma 2.4 -#define monitorgamma 2.2 -#define d 1.5 -#define CURVATURE 1.0 -#define R 2.0 -#define cornersize 0.03 -#define cornersmooth 1000.0 -#define x_tilt 0.0 -#define y_tilt 0.0 -#define overscan_x 100.0 -#define overscan_y 100.0 -#define DOTMASK 0.3 -#define SHARPER 1.0 -#define scanline_weight 0.3 +#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1 +#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1 +#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1 +#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1 +#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005 +#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0 +#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05 +#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05 +#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0 +#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0 +#pragma parameter DOTMASK "CRTGeom Dot Mask Toggle" 0.3 0.0 0.3 0.3 +#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0 +#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05 /* CRT-interlaced @@ -64,7 +83,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define PI 3.141592653589 #ifdef LINEAR_PROCESSING -# define TEX2D(c) pow(texture(Source, (c)), vec4(CRTgamma)) +# define TEX2D(c) pow(texture(Source, (c)), vec4(registers.CRTgamma)) #else # define TEX2D(c) texture(Source, (c)) #endif @@ -87,9 +106,9 @@ layout(location = 7) out vec2 TextureSize; float intersect(vec2 xy) { - float A = dot(xy,xy) + d*d; - float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); - float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; + float A = dot(xy,xy) + registers.d*registers.d; + float B = 2.0*(registers.R*(dot(xy,sinangle)-registers.d*cosangle.x*cosangle.y)-registers.d*registers.d); + float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y; return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); } @@ -97,7 +116,7 @@ float intersect(vec2 xy) vec2 bkwtrans(vec2 xy) { float c = intersect(xy); - vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R); + vec2 point = (vec2(c, c)*xy - vec2(-registers.R, -registers.R)*sinangle) / vec2(registers.R, registers.R); vec2 poc = point/cosangle; vec2 tang = sinangle/cosangle; @@ -107,24 +126,24 @@ vec2 bkwtrans(vec2 xy) float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A); vec2 uv = (point - a*sinangle)/cosangle; - float r = FIX(R*acos(a)); + float r = FIX(registers.R*acos(a)); - return uv*r/sin(r/R); + return uv*r/sin(r/registers.R); } vec2 fwtrans(vec2 uv) { float r = FIX(sqrt(dot(uv,uv))); - uv *= sin(r/R)/r; - float x = 1.0-cos(r/R); - float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle); + uv *= sin(r/registers.R)/r; + float x = 1.0-cos(r/registers.R); + float D = registers.d/registers.R + x*cosangle.x*cosangle.y+dot(uv,sinangle); - return d*(uv*cosangle-x*sinangle)/D; + return registers.d*(uv*cosangle-x*sinangle)/D; } vec3 maxscale() { - vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); + vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y)); vec2 a = vec2(0.5,0.5)*aspect; vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x, @@ -161,7 +180,7 @@ vec4 scanlineWeights(float distance, vec4 color) return 0.4 * exp(-weights * weights) / wid; #else vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); - vec4 weights = vec4(distance / scanline_weight); + vec4 weights = vec4(distance / registers.scanline_weight); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #endif @@ -174,22 +193,22 @@ void main() // Precalculate a bunch of useful values we'll need in the fragment // shader. - sinangle = sin(vec2(x_tilt, y_tilt)); - cosangle = cos(vec2(x_tilt, y_tilt)); + sinangle = sin(vec2(registers.x_tilt, registers.y_tilt)); + cosangle = cos(vec2(registers.x_tilt, registers.y_tilt)); stretch = maxscale(); - TextureSize = vec2(SHARPER * global.SourceSize.x, global.SourceSize.y); + TextureSize = vec2(registers.SHARPER * registers.SourceSize.x, registers.SourceSize.y); #ifdef INTERLACED - ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/200.0), 1.0, 2.0)); + ilfac = vec2(1.0, clamp(floor(registers.SourceSize.y/200.0), 1.0, 2.0)); #else - ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/1000.0), 1.0, 2.0)); + ilfac = vec2(1.0, clamp(floor(registers.SourceSize.y/1000.0), 1.0, 2.0)); #endif // The size of one texel, in texture-coordinates. one = ilfac / TextureSize; // Resulting X pixel-coordinate of the pixel we're drawing. - mod_factor = vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x; + mod_factor = vTexCoord.x * registers.SourceSize.x * registers.OutputSize.x / registers.SourceSize.x; } #pragma stage fragment @@ -206,9 +225,9 @@ layout(set = 0, binding = 2) uniform sampler2D Source; float intersect(vec2 xy) { - float A = dot(xy,xy) + d*d; - float B = 2.0*(R*(dot(xy,sinangle) - d*cosangle.x*cosangle.y) - d*d); - float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; + float A = dot(xy,xy) + registers.d*registers.d; + float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d); + float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y; return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A); } @@ -216,7 +235,7 @@ float intersect(vec2 xy) vec2 bkwtrans(vec2 xy) { float c = intersect(xy); - vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R); + vec2 point = (vec2(c, c)*xy - vec2(-registers.R, -registers.R)*sinangle) / vec2(registers.R, registers.R); vec2 poc = point/cosangle; vec2 tang = sinangle/cosangle; @@ -226,24 +245,24 @@ vec2 bkwtrans(vec2 xy) float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A); vec2 uv = (point - a*sinangle) / cosangle; - float r = FIX(R*acos(a)); + float r = FIX(registers.R*acos(a)); - return uv*r/sin(r/R); + return uv*r/sin(r/registers.R); } vec2 fwtrans(vec2 uv) { float r = FIX(sqrt(dot(uv, uv))); - uv *= sin(r/R)/r; - float x = 1.0 - cos(r/R); - float D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle); + uv *= sin(r/registers.R)/r; + float x = 1.0 - cos(r/registers.R); + float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle); - return d*(uv*cosangle - x*sinangle)/D; + return registers.d*(uv*cosangle - x*sinangle)/D; } vec3 maxscale() { - vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); + vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y)); vec2 a = vec2(0.5, 0.5)*aspect; vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x, @@ -278,7 +297,7 @@ vec4 scanlineWeights(float distance, vec4 color) return 0.4 * exp(-weights * weights) / wid; #else vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); - vec4 weights = vec4(distance / scanline_weight); + vec4 weights = vec4(distance / registers.scanline_weight); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #endif } @@ -288,18 +307,18 @@ vec2 transform(vec2 coord) coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy; return (bkwtrans(coord) / - vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect + vec2(0.5, 0.5)); + vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0)/aspect + vec2(0.5, 0.5)); } float corner(vec2 coord) { - coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5, 0.5); + coord = (coord - vec2(0.5)) * vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0) + vec2(0.5, 0.5); coord = min(coord, vec2(1.0) - coord) * aspect; - vec2 cdist = vec2(cornersize); + vec2 cdist = vec2(registers.cornersize); coord = (cdist - min(coord, cdist)); float dist = sqrt(dot(coord, coord)); - return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0); + return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0); } void main() @@ -326,18 +345,18 @@ void main() // edges of the texels of the underlying texture. // Texture coordinates of the texel containing the active pixel. -#ifdef CURVATURE - vec2 xy = transform(vTexCoord); -#else - vec2 xy = vTexCoord; -#endif + vec2 xy; + if (registers.CURVATURE > 0.5) + xy = transform(vTexCoord); + else + xy = vTexCoord; float cval = corner(xy); // Of all the pixels that are mapped onto the texel we are // currently rendering, which pixel are we currently rendering? #ifdef INTERLACED - vec2 ilvec = vec2(0.0, ilfac.y > 1.5 ? mod(float(global.FrameCount), 2.0) : 0.0); + vec2 ilvec = vec2(0.0, ilfac.y > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0); #else vec2 ilvec = vec2(0.0, ilfac.y); #endif @@ -385,8 +404,8 @@ void main() ); #ifndef LINEAR_PROCESSING - col = pow(col , vec4(CRTgamma)); - col2 = pow(col2, vec4(CRTgamma)); + col = pow(col , vec4(registers.CRTgamma)); + col2 = pow(col2, vec4(registers.CRTgamma)); #endif // Calculate the influence of the current and next scanlines on @@ -409,15 +428,15 @@ void main() // dot-mask emulation: // Output pixels are alternately tinted green and magenta. vec3 dotMaskWeights = mix( - vec3(1.0, 1.0 - DOTMASK, 1.0), - vec3(1.0 - DOTMASK, 1.0, 1.0 - DOTMASK), + vec3(1.0, 1.0 - registers.DOTMASK, 1.0), + vec3(1.0 - registers.DOTMASK, 1.0, 1.0 - registers.DOTMASK), floor(mod(mod_factor, 2.0)) ); mul_res *= dotMaskWeights; // Convert the image gamma for display on our output device. - mul_res = pow(mul_res, vec3(1.0 / monitorgamma)); + mul_res = pow(mul_res, vec3(1.0 / registers.monitorgamma)); FragColor = vec4(mul_res, 1.0); }