mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
update crt-guest-dr-venom shaders and presets
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parent
ef7bbb1b82
commit
492951eb55
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@ -60,10 +60,11 @@ filter_linear8 = false
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scale_type8 = source
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scale_type8 = source
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scale8 = 1.0
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scale8 = 1.0
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float_framebuffer8 = true
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float_framebuffer8 = true
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alias8 = GlowPass
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shader9 = shaders/guest/linearize_scanlines.slang
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shader9 = shaders/guest/linearize_scanlines.slang
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filter_linear9 = true
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filter_linear9 = true
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scale_type9 = source
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scale_type9 - source
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scale9 = 1.0
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scale9 = 1.0
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float_framebuffer9 = true
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float_framebuffer9 = true
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@ -27,7 +27,7 @@ layout(push_constant) uniform Push
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{
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{
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float TATE, IOS, OS, BLOOM, brightboost, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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float TATE, IOS, OS, BLOOM, brightboost, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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h_sharp, s_sharp, h_smart, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
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h_sharp, s_sharp, h_smart, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
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slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, GTW, gamma_out;
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slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, GTW, gamma_out, spike;
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} params;
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} params;
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#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
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#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
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@ -92,6 +92,8 @@ layout(push_constant) uniform Push
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#define GTW params.GTW // Gamma tweak
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#define GTW params.GTW // Gamma tweak
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
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#define gamma_out params.gamma_out // output gamma
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#define gamma_out params.gamma_out // output gamma
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#pragma parameter spike "Scanline Spike Removal (0.0 - for speedup)" 1.0 0.0 2.0 0.2
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#define spike params.spike
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define TEX0 vTexCoord
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@ -128,10 +130,12 @@ layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 5) uniform sampler2D GlowPass;
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#define Texture Source
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#define Texture Source
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#define PassPrev3Texture LinearizePass
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#define PassPrev5Texture AvgLumPass
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#define PassPrev4Texture AvgLumPass
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#define PassPrev4Texture LinearizePass
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#define PassPrev2Texture GlowPass
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#define eps 1e-10
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#define eps 1e-10
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@ -331,7 +335,7 @@ vec3 gamma_correct(vec3 color, vec3 tmp)
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void main()
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void main()
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{
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{
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float lum = COMPAT_TEXTURE(PassPrev4Texture, vec2(0.33,0.33)).a;
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float lum = COMPAT_TEXTURE(PassPrev5Texture, vec2(0.33,0.33)).a;
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// Calculating texel coordinates
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// Calculating texel coordinates
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@ -387,8 +391,8 @@ void main()
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else
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else
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{
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{
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// reading differences for smoothing
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// reading differences for smoothing
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vec3 diffs_top = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
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vec3 diffs_top = COMPAT_TEXTURE(PassPrev5Texture, pC4 ).xyz;
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vec3 diffs_bot = COMPAT_TEXTURE(PassPrev4Texture, pC4 + offy).xyz;
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vec3 diffs_bot = COMPAT_TEXTURE(PassPrev5Texture, pC4 + offy).xyz;
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if(TATE > 0.5)
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if(TATE > 0.5)
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{
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{
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@ -416,24 +420,57 @@ void main()
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float wtt = 1.0/(twl2+twl1+twct+twr1+twr2);
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float wtt = 1.0/(twl2+twl1+twct+twr1+twr2);
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float wtb = 1.0/(bwl2+bwl1+bwct+bwr1+bwr2);
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float wtb = 1.0/(bwl2+bwl1+bwct+bwr1+bwr2);
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vec3 l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2).xyz;
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vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
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vec3 l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx).xyz;
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vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
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vec3 ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 ).xyz;
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vec3 ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
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vec3 r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx).xyz;
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vec3 r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
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vec3 r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2).xyz;
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vec3 r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
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vec3 sl2 = COMPAT_TEXTURE(Texture, pC4 -off2).xyz;
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vec3 sl1 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
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vec3 sct = COMPAT_TEXTURE(Texture, pC4 ).xyz;
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vec3 sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
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vec3 sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
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vec3 color1 = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt;
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vec3 color1 = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt;
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if (sharp) color1 = clamp(color1, min(min(l1,r1),ct), max(max(l1,r1),ct));
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if (sharp) color1 = clamp(color1, min(min(l1,r1),ct), max(max(l1,r1),ct));
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l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2 +offy).xyz;
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vec3 gtmp = vec3(gamma_out*0.1);
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l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx +offy).xyz;
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vec3 scolor1 = color1;
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ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offy).xyz;
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r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx +offy).xyz;
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if (spike > 0.0)
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r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2 +offy).xyz;
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{
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scolor1 = (sl2*twl2 + sl1*twl1 + sct*twct + sr1*twr1 + sr2*twr2)*wtt;
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if (sharp) scolor1 = clamp(scolor1, min(min(sl1,sr1),sct), max(max(sl1,sr1),sct));
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scolor1 = pow(scolor1, gtmp);
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scolor1 = mix(color1, scolor1, spike);
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}
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l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2 +offy).xyz;
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l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx +offy).xyz;
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ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offy).xyz;
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r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx +offy).xyz;
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r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2 +offy).xyz;
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sl2 = COMPAT_TEXTURE(Texture, pC4 -off2 +offy).xyz;
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sl1 = COMPAT_TEXTURE(Texture, pC4 -offx +offy).xyz;
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sct = COMPAT_TEXTURE(Texture, pC4 +offy).xyz;
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sr1 = COMPAT_TEXTURE(Texture, pC4 +offx +offy).xyz;
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sr2 = COMPAT_TEXTURE(Texture, pC4 +off2 +offy).xyz;
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vec3 color2 = (l2*bwl2 + l1*bwl1 + ct*bwct + r1*bwr1 + r2*bwr2)*wtb;
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vec3 color2 = (l2*bwl2 + l1*bwl1 + ct*bwct + r1*bwr1 + r2*bwr2)*wtb;
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if (sharp) color2 = clamp(color2, min(min(l1,r1),ct), max(max(l1,r1),ct));
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if (sharp) color2 = clamp(color2, min(min(l1,r1),ct), max(max(l1,r1),ct));
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vec3 scolor2 = color2;
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if (spike > 0.0)
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{
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scolor2 = (sl2*bwl2 + sl1*bwl1 + sct*bwct + sr1*bwr1 + sr2*bwr2)*wtb;
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if (sharp) scolor2 = clamp(scolor2, min(min(sl1,sr1),sct), max(max(sl1,sr1),sct));
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scolor2 = pow(scolor2, gtmp);
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scolor2 = mix(color2, scolor2, spike);
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}
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// calculating scanlines
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// calculating scanlines
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float f = (TATE < 0.5) ? fp.y : fp.x;
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float f = (TATE < 0.5) ? fp.y : fp.x;
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@ -443,14 +480,19 @@ void main()
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float wt1 = st(f, shape1);
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float wt1 = st(f, shape1);
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float wt2 = st(1.0-f, shape2);
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float wt2 = st(1.0-f, shape2);
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vec3 color0 = color1*wt1 + color2*wt2;
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vec3 color0 = color1*wt1 + color2*wt2;
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vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
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vec3 ctmp = color0/(wt1+wt2);
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vec3 ctmp = color0/(wt1+wt2);
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vec3 sctmp = scolor0/(wt1+wt2);
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vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
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vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
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vec3 w1,w2 = vec3(0.0);
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vec3 w1,w2 = vec3(0.0);
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vec3 cref1 = mix(ctmp, color1, beam_size);
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vec3 cref1 = mix(sctmp, scolor1, beam_size);
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vec3 cref2 = mix(ctmp, color2, beam_size);
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vec3 cref2 = mix(sctmp, scolor2, beam_size);
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vec3 shift = vec3(-vertmask, vertmask, -vertmask);
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vec3 shift = vec3(-vertmask, vertmask, -vertmask);
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@ -476,7 +518,7 @@ void main()
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color *= (TATE < 0.5) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
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color *= (TATE < 0.5) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
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SlotMask(gl_FragCoord.yx * 1.000001,tmp);
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SlotMask(gl_FragCoord.yx * 1.000001,tmp);
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vec3 Bloom = COMPAT_TEXTURE(Texture, pos).xyz;
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vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz;
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color+=glow*Bloom;
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color+=glow*Bloom;
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@ -6,12 +6,8 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 OutputSize;
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uint FrameCount;
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uint FrameCount;
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float SCANLINE_GAMMA;
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} params;
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} params;
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#pragma parameter SCANLINE_GAMMA "Scanline Spike Removal" 12.0 1.0 15.0 0.5
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#define SCANLINE_GAMMA params.SCANLINE_GAMMA
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -33,7 +29,10 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D AfterglowPass;
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layout(set = 0, binding = 2) uniform sampler2D AfterglowPass;
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#define PassPrev6Texture AfterglowPass
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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void main()
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void main()
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{
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{
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FragColor = vec4(pow(vec3(texture(AfterglowPass, vTexCoord).rgb), vec3(SCANLINE_GAMMA)),1.0/SCANLINE_GAMMA);
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FragColor = vec4(pow(vec3(COMPAT_TEXTURE(PassPrev6Texture, vTexCoord).rgb), vec3(10.0)),1.0);
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}
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}
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@ -50,8 +50,9 @@ shader8 = "../crt/shaders/guest/blur_vert.slang"
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filter_linear8 = "false"
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filter_linear8 = "false"
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scale_type8 = "source"
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scale_type8 = "source"
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scale8 = "1.000000"
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scale8 = "1.000000"
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alias8 = GlowPass
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shader9 = ../crt/shaders/guest/linearize_scanlines.slang
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shader9 = "../crt/shaders/guest/linearize_scanlines.slang"
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filter_linear9 = true
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filter_linear9 = true
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scale_type9 = source
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scale_type9 = source
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scale9 = 1.0
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scale9 = 1.0
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@ -72,6 +72,7 @@ filter_linear9 = false
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scale_type9 = source
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scale_type9 = source
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scale9 = 1.0
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scale9 = 1.0
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float_framebuffer9 = true
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float_framebuffer9 = true
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alias9 = GlowPass
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shader10 = ../crt/shaders/guest/linearize_scanlines.slang
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shader10 = ../crt/shaders/guest/linearize_scanlines.slang
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filter_linear10 = true
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filter_linear10 = true
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