add a stock shader to work from and start porting misc shaders

This commit is contained in:
hunterk 2016-07-14 09:46:04 -05:00
parent 3d9d246dc4
commit 51ea79d9ba
4 changed files with 172 additions and 0 deletions

7
misc/clamphack.inc Normal file
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//hacky clamp fix
vec2 bordertest = (vTexCoord);
vec3 res = texture(Source, vTexCoord).rgb;
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
res.rgb = res.rgb;
else
res.rgb = vec3(0.0);

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define overscan_percent_x 0.0 // crop width of image by X%; default is 0.0
#define overscan_percent_y 0.0 // crop height of image by X%; default is 0.0
#define saturation 1.0 // color saturation; default 1.0
#define monitor_gamma 2.2 // gamma setting of your current display; LCD monitors typically have a gamma of 2.2
#define target_gamma 2.4 // the gamma you want the image to have; CRT TVs typically have a gamma of 2.4
#define contrast 1.0 // image contrast; default 1.0
#define luminance 1.0 // image luminance; default 1.0
#define bright_boost 0.0 // adds to the total brightness. Negative values decrease it; Use values between 1.0 (totally white) and -1.0 (totally black); default is 0.0
#define R 0.5//1.0
#define G 1.0
#define B 1.0
#define ZOOM 1.0
#define XPOS 0.0
#define YPOS 0.0
#define V_OSMASK 0.0
#define H_OSMASK 0.0
// Image Adjustment
// Author: hunterk
// License: Public domain
#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;
vec2 shift = 0.5 * global.SourceSize.zw / global.SourceSize.xy;
vec2 overscan_coord = ((TexCoord - shift) / ZOOM) * (1.0 - vec2(overscan_percent_x / 100.0, overscan_percent_y / 100.0)) + shift;
vTexCoord = overscan_coord + vec2(XPOS, YPOS);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 grayscale(vec3 col)
{
// ATSC grayscale standard
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
}
void main()
{
vec2 fragcoord = vTexCoord.xy * (global.SourceSize.xy / global.SourceSize.zw);
vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
vec3 gamma = vec3(monitor_gamma / target_gamma); // setup ratio of display's gamma vs desired gamma
vec3 AvgLumin = vec3(0.5, 0.5, 0.5);
vec3 intensity = grayscale(res); // find luminance
vec3 satColor = mix(intensity, res, saturation); // apply saturation
vec3 conColor = mix(AvgLumin, satColor, contrast); // apply contrast
conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
conColor = clamp(conColor * luminance, 0.0, 1.0); // apply luminance
conColor += vec3(bright_boost); // apply brightboost
conColor *= vec3(R, G, B);
if (fragcoord.y > V_OSMASK && fragcoord.y < (1.0 - V_OSMASK))
conColor = conColor;
else
conColor = vec3(0.0);
if (fragcoord.x > H_OSMASK && fragcoord.x < (1.0 - H_OSMASK))
conColor = conColor;
else
conColor = vec3(0.0);
FragColor = vec4(fragcoord.x);//vec4(conColor, 1.0);
}

56
misc/interlacing.slang Normal file
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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
} global;
#define percent 0.0
#define enable_480i 1.0
#define top_field_first 0.0
/*
Interlacing
Author: hunterk
License: Public domain
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
*/
#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;
void main()
{
vec4 res = texture(Source, vTexCoord).rgba;
float y = 0.0;
// assume anything with a vertical resolution greater than 400 lines is interlaced
if (global.SourceSize.w > 400.0)
{y = global.SourceSize.y * vTexCoord.y + (global.FrameCount * enable_480i) + top_field_first;}
else
{y = 2.0 * global.SourceSize.y * vTexCoord.y + top_field_first;}
if (mod(y, 2.0) > 0.99999)
{FragColor = res;}
else
{FragColor = vec4(percent) * res;}
}

30
stock.slang Normal file
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#version 450
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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
}