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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
rework lottes-multipass to be nicer/slower; old version is moved to 'old' subdir
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343
crt/shaders/crt-lottes-multipass/bloompass.slang
Normal file
343
crt/shaders/crt-lottes-multipass/bloompass.slang
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@ -0,0 +1,343 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float hardScan;
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float hardPix;
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float warpX;
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float warpY;
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float maskDark;
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float maskLight;
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float scaleInLinearGamma;
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float shadowMask;
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float brightBoost;
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float hardBloomScan;
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float hardBloomPix;
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float bloomAmount;
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float shape;
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} param;
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#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0
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#pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0
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#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
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#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter scaleInLinearGamma "scaleInLinearGamma" 1.0 0.0 1.0 1.0
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#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0
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#pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05
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#pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1
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#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1
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#pragma parameter bloomAmount "bloom amount" 0.4 0.0 1.0 0.05
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#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 FragCoord;
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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//Uncomment to reduce instructions with simpler linearization
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//(fixes HD3000 Sandy Bridge IGP)
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//#define SIMPLE_LINEAR_GAMMA
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#define DO_BLOOM 1
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// ------------- //
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// sRGB to Linear.
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// Assuming using sRGB typed textures this should not be needed.
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#ifdef SIMPLE_LINEAR_GAMMA
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float ToLinear1(float c)
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{
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return c;
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}
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vec3 ToLinear(vec3 c)
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{
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return c;
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}
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vec3 ToSrgb(vec3 c)
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{
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return pow(c, vec3(1.0 / 2.2));
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}
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#else
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float ToLinear1(float c)
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{
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if (param.scaleInLinearGamma == 0)
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return c;
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return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4);
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}
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vec3 ToLinear(vec3 c)
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{
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if (param.scaleInLinearGamma==0)
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return c;
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return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
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}
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// Linear to sRGB.
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// Assuming using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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if (param.scaleInLinearGamma == 0)
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return c;
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return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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if (param.scaleInLinearGamma == 0)
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return c;
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return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
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}
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#endif
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy;
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#ifdef SIMPLE_LINEAR_GAMMA
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return ToLinear(param.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2)));
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#else
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return ToLinear(param.brightBoost * texture(Original,pos.xy).rgb);
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#endif
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos)
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{
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pos = pos*global.SourceSize.xy;
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return -((pos - floor(pos)) - vec2(0.5));
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}
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// 1D Gaussian.
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float Gaus(float pos, float scale)
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{
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return exp2(scale*pow(abs(pos), param.shape));
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}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos, float off)
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{
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vec3 b = Fetch(pos, vec2(-1.0, off));
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vec3 c = Fetch(pos, vec2( 0.0, off));
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vec3 d = Fetch(pos, vec2( 1.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = param.hardPix;
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float wb = Gaus(dst-1.0,scale);
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float wc = Gaus(dst+0.0,scale);
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float wd = Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);
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}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a = Fetch(pos,vec2(-2.0, off));
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vec3 b = Fetch(pos,vec2(-1.0, off));
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vec3 c = Fetch(pos,vec2( 0.0, off));
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vec3 d = Fetch(pos,vec2( 1.0, off));
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vec3 e = Fetch(pos,vec2( 2.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = param.hardPix;
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float wa = Gaus(dst - 2.0, scale);
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float wb = Gaus(dst - 1.0, scale);
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float wc = Gaus(dst + 0.0, scale);
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float wd = Gaus(dst + 1.0, scale);
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float we = Gaus(dst + 2.0, scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
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}
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// 7-tap Gaussian filter along horz line.
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vec3 Horz7(vec2 pos,float off)
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{
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vec3 a = Fetch(pos, vec2(-3.0, off));
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vec3 b = Fetch(pos, vec2(-2.0, off));
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vec3 c = Fetch(pos, vec2(-1.0, off));
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vec3 d = Fetch(pos, vec2( 0.0, off));
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vec3 e = Fetch(pos, vec2( 1.0, off));
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vec3 f = Fetch(pos, vec2( 2.0, off));
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vec3 g = Fetch(pos, vec2( 3.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = param.hardBloomPix;
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float wa = Gaus(dst - 3.0, scale);
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float wb = Gaus(dst - 2.0, scale);
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float wc = Gaus(dst - 1.0, scale);
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float wd = Gaus(dst + 0.0, scale);
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float we = Gaus(dst + 1.0, scale);
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float wf = Gaus(dst + 2.0, scale);
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float wg = Gaus(dst + 3.0, scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
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}
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// Return scanline weight.
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float Scan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, param.hardScan);
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}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, param.hardBloomScan);
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}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos)
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{
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vec3 a = Horz3(pos,-1.0);
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vec3 b = Horz5(pos, 0.0);
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vec3 c = Horz3(pos, 1.0);
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float wa = Scan(pos,-1.0);
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float wb = Scan(pos, 0.0);
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float wc = Scan(pos, 1.0);
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return a*wa + b*wb + c*wc;
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}
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// Small bloom.
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vec3 Bloom(vec2 pos)
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{
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vec3 a = Horz5(pos,-2.0);
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vec3 b = Horz7(pos,-1.0);
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vec3 c = Horz7(pos, 0.0);
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vec3 d = Horz7(pos, 1.0);
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vec3 e = Horz5(pos, 2.0);
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float wa = BloomScan(pos,-2.0);
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float wb = BloomScan(pos,-1.0);
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float wc = BloomScan(pos, 0.0);
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float wd = BloomScan(pos, 1.0);
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float we = BloomScan(pos, 2.0);
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return a*wa+b*wb+c*wc+d*wd+e*we;
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY);
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return pos*0.5 + 0.5;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark);
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// Very compressed TV style shadow mask.
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if (param.shadowMask == 1.0)
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{
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float line = param.maskLight;
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float odd = 0.0;
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if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
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if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark;
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = param.maskLight;
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else if (pos.x < 0.666) mask.g = param.maskLight;
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else mask.b = param.maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (param.shadowMask == 2.0)
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{
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = param.maskLight;
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else if (pos.x < 0.666) mask.g = param.maskLight;
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else mask.b = param.maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (param.shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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if (pos.x < 0.333) mask.r = param.maskLight;
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else if (pos.x < 0.666) mask.g = param.maskLight;
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else mask.b = param.maskLight;
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}
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// VGA style shadow mask.
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else if (param.shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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if (pos.x < 0.333) mask.r = param.maskLight;
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else if (pos.x < 0.666) mask.g = param.maskLight;
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else mask.b = param.maskLight;
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}
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return mask;
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}
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void main()
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{
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vec2 pos = vTexCoord;
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FragColor = vec4(Bloom(pos)*param.bloomAmount, 1.0);
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}
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@ -0,0 +1,225 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float hardScan;
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float warpX;
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float warpY;
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float maskDark;
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float maskLight;
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float shadowMask;
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float bloomAmount;
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float hardBloomScan;
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float shape;
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} params;
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#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0
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#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
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#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0
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#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1
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#pragma parameter bloomAmount "bloom amount" 0.15 0.0 1.0 0.05
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#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05
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#define DO_BLOOM
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
|
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// by Timothy Lottes
|
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//
|
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// This is more along the style of a really good CGA arcade monitor.
|
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// With RGB inputs instead of NTSC.
|
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
|
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//
|
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// Left it unoptimized to show the theory behind the algorithm.
|
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//
|
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// It is an example what I personally would want as a display option for pixel art games.
|
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// Please take and use, change, or whatever.
|
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D horz3;
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layout(set = 0, binding = 3) uniform sampler2D horz5;
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layout(set = 0, binding = 4) uniform sampler2D horz7;
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// Linear to sRGB.
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// Assuming using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos)
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{
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pos = pos*params.SourceSize.xy;
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return -((pos - floor(pos)) - vec2(0.5));
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}
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// 1D Gaussian.
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float Gaus(float pos, float scale)
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{
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return exp2(scale*pow(abs(pos), params.shape));
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}
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// Return scanline weight.
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float Scan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, params.hardScan);
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}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, params.hardBloomScan);
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}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos)
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{
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vec3 a = textureOffset(horz3, pos, ivec2(1, 0)).rgb;//Horz3(pos,-1.0);
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vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0);
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vec3 c = textureOffset(horz3, pos, ivec2(-1, 0)).rgb;//Horz3(pos, 1.0);
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float wa = Scan(pos, -1.0);
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float wb = Scan(pos, 0.0);
|
||||
float wc = Scan(pos, 1.0);
|
||||
|
||||
return a*wa+b*wb+c*wc;
|
||||
}
|
||||
|
||||
// Small bloom.
|
||||
vec3 Bloom(vec2 pos)
|
||||
{
|
||||
vec3 a = textureOffset(horz5, pos, ivec2(-2, 0)).rgb;//Horz5(pos,-2.0);
|
||||
vec3 b = textureOffset(horz7, pos, ivec2(-1, 0)).rgb;//Horz7(pos,-1.0);
|
||||
vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0);
|
||||
vec3 d = textureOffset(horz7, pos, ivec2(1, 0)).rgb;//Horz7(pos, 1.0);
|
||||
vec3 e = textureOffset(horz5, pos, ivec2(2, 0)).rgb;//Horz5(pos, 2.0);
|
||||
|
||||
float wa = BloomScan(pos, -2.0);
|
||||
float wb = BloomScan(pos, -1.0);
|
||||
float wc = BloomScan(pos, 0.0);
|
||||
float wd = BloomScan(pos, 1.0);
|
||||
float we = BloomScan(pos, 2.0);
|
||||
|
||||
return a*wa+b*wb+c*wc+d*wd+e*we;
|
||||
}
|
||||
|
||||
// Distortion of scanlines, and end of screen alpha.
|
||||
vec2 Warp(vec2 pos)
|
||||
{
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY);
|
||||
|
||||
return pos*0.5 + 0.5;
|
||||
}
|
||||
|
||||
// Shadow mask.
|
||||
vec3 Mask(vec2 pos)
|
||||
{
|
||||
vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark);
|
||||
|
||||
// Very compressed TV style shadow mask.
|
||||
if (params.shadowMask == 1.0)
|
||||
{
|
||||
float line = params.maskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
|
||||
if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark;
|
||||
|
||||
pos.x = fract(pos.x*0.333333333);
|
||||
|
||||
if (pos.x < 0.333) mask.r = params.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = params.maskLight;
|
||||
else mask.b = params.maskLight;
|
||||
mask*=line;
|
||||
}
|
||||
|
||||
// Aperture-grille.
|
||||
else if (params.shadowMask == 2.0)
|
||||
{
|
||||
pos.x = fract(pos.x*0.333333333);
|
||||
|
||||
if (pos.x < 0.333) mask.r = params.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = params.maskLight;
|
||||
else mask.b = params.maskLight;
|
||||
}
|
||||
|
||||
// Stretched VGA style shadow mask (same as prior shaders).
|
||||
else if (params.shadowMask == 3.0)
|
||||
{
|
||||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x*0.166666666);
|
||||
|
||||
if (pos.x < 0.333) mask.r = params.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = params.maskLight;
|
||||
else mask.b = params.maskLight;
|
||||
}
|
||||
|
||||
// VGA style shadow mask.
|
||||
else if (params.shadowMask == 4.0)
|
||||
{
|
||||
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
||||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x*0.166666666);
|
||||
|
||||
if (pos.x < 0.333) mask.r = params.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = params.maskLight;
|
||||
else mask.b = params.maskLight;
|
||||
}
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos = Warp(vTexCoord);
|
||||
vec3 outColor = Tri(pos);
|
||||
|
||||
|
||||
|
||||
if (params.shadowMask > 0.0)
|
||||
outColor.rgb *= Mask(vTexCoord.xy / params.OutputSize.zw * 1.000001);
|
||||
|
||||
#ifdef DO_BLOOM
|
||||
//Add Bloom
|
||||
outColor.rgb += Bloom(pos)*params.bloomAmount;
|
||||
#endif
|
||||
|
||||
FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
|
||||
}
|
|
@ -0,0 +1,25 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
alias0 = "REFERENCE"
|
||||
|
||||
shader1 = horz3.slang
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
filter_linear1 = true
|
||||
alias1 = horz3
|
||||
|
||||
shader2 = horz5.slang
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
filter_linear2 = true
|
||||
alias2 = horz5
|
||||
|
||||
shader3 = horz7.slang
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
filter_linear3 = true
|
||||
alias3 = horz7
|
||||
|
||||
shader4 = crt-lottes-multipass.slang
|
|
@ -33,7 +33,7 @@ layout(push_constant) uniform Push
|
|||
#pragma parameter ntsc "NTSC Colors" 0.0 0.0 1.0 1.0
|
||||
|
||||
#define DO_BLOOM
|
||||
#include "../../../misc/colorspace-tools.h"
|
||||
#include "../../../../misc/colorspace-tools.h"
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
|
@ -0,0 +1,55 @@
|
|||
shaders = 10
|
||||
|
||||
shader0 = linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
alias0 = "REFERENCE"
|
||||
|
||||
shader1 = horz3minus1.slang
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
filter_linear1 = true
|
||||
alias1 = horz3minus1
|
||||
|
||||
shader2 = horz3plus1.slang
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
filter_linear2 = true
|
||||
alias2 = horz3plus1
|
||||
|
||||
shader3 = horz5minus2.slang
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
filter_linear3 = true
|
||||
alias3 = horz5minus2
|
||||
|
||||
shader4 = horz5.slang
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
filter_linear4 = true
|
||||
alias4 = horz5
|
||||
|
||||
shader5 = horz5plus2.slang
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
filter_linear5 = true
|
||||
alias5 = horz5plus2
|
||||
|
||||
shader6 = horz7minus1.slang
|
||||
srgb_framebuffer6 = true
|
||||
scale_type6 = source
|
||||
filter_linear6 = true
|
||||
alias6 = horz7minus1
|
||||
|
||||
shader7 = horz7.slang
|
||||
srgb_framebuffer7 = true
|
||||
scale_type7 = source
|
||||
filter_linear7 = true
|
||||
alias7 = horz7
|
||||
|
||||
shader8 = horz7plus1.slang
|
||||
srgb_framebuffer8 = true
|
||||
scale_type8 = source
|
||||
filter_linear8 = true
|
||||
alias8 = horz7plus1
|
||||
|
||||
shader9 = crt-lottes-multipass.slang
|
77
crt/shaders/crt-lottes-multipass/old/horz3.slang
Normal file
77
crt/shaders/crt-lottes-multipass/old/horz3.slang
Normal file
|
@ -0,0 +1,77 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} 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;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 3-tap Gaussian filter along horz line.
|
||||
vec3 Horz3(vec2 pos, float off)
|
||||
{
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardPix;
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz3(vTexCoord, 0.0).rgb, 1.0);
|
||||
}
|
359
crt/shaders/crt-lottes-multipass/scanpass.slang
Normal file
359
crt/shaders/crt-lottes-multipass/scanpass.slang
Normal file
|
@ -0,0 +1,359 @@
|
|||
#version 450
|
||||
|
||||
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
|
||||
//
|
||||
// by Timothy Lottes
|
||||
//
|
||||
// This is more along the style of a really good CGA arcade monitor.
|
||||
// With RGB inputs instead of NTSC.
|
||||
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
|
||||
//
|
||||
// Left it unoptimized to show the theory behind the algorithm.
|
||||
//
|
||||
// It is an example what I personally would want as a display option for pixel art games.
|
||||
// Please take and use, change, or whatever.
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float hardScan;
|
||||
float hardPix;
|
||||
float warpX;
|
||||
float warpY;
|
||||
float maskDark;
|
||||
float maskLight;
|
||||
float scaleInLinearGamma;
|
||||
float shadowMask;
|
||||
float brightBoost;
|
||||
float hardBloomScan;
|
||||
float hardBloomPix;
|
||||
float bloomAmount;
|
||||
float shape;
|
||||
} param;
|
||||
|
||||
#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0
|
||||
#pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0
|
||||
#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
|
||||
#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
|
||||
#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
|
||||
#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
|
||||
#pragma parameter scaleInLinearGamma "scaleInLinearGamma" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0
|
||||
#pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05
|
||||
#pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1
|
||||
#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1
|
||||
#pragma parameter bloomAmount "bloom amount" 0.40 0.0 1.0 0.05
|
||||
#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05
|
||||
|
||||
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 * 1.00001;
|
||||
}
|
||||
|
||||
#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;
|
||||
layout(set = 0, binding = 3) uniform sampler2D Original;
|
||||
layout(set = 0, binding = 4) uniform sampler2D BloomPass;
|
||||
|
||||
//Uncomment to reduce instructions with simpler linearization
|
||||
//(fixes HD3000 Sandy Bridge IGP)
|
||||
//#define SIMPLE_LINEAR_GAMMA
|
||||
#define DO_BLOOM 1
|
||||
|
||||
// ------------- //
|
||||
|
||||
// sRGB to Linear.
|
||||
// Assuming using sRGB typed textures this should not be needed.
|
||||
#ifdef SIMPLE_LINEAR_GAMMA
|
||||
float ToLinear1(float c)
|
||||
{
|
||||
return c;
|
||||
}
|
||||
vec3 ToLinear(vec3 c)
|
||||
{
|
||||
return c;
|
||||
}
|
||||
vec3 ToSrgb(vec3 c)
|
||||
{
|
||||
return pow(c, vec3(1.0 / 2.2));
|
||||
}
|
||||
#else
|
||||
float ToLinear1(float c)
|
||||
{
|
||||
if (param.scaleInLinearGamma == 0)
|
||||
return c;
|
||||
|
||||
return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4);
|
||||
}
|
||||
|
||||
vec3 ToLinear(vec3 c)
|
||||
{
|
||||
if (param.scaleInLinearGamma==0)
|
||||
return c;
|
||||
|
||||
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
|
||||
}
|
||||
|
||||
// Linear to sRGB.
|
||||
// Assuming using sRGB typed textures this should not be needed.
|
||||
float ToSrgb1(float c)
|
||||
{
|
||||
if (param.scaleInLinearGamma == 0)
|
||||
return c;
|
||||
|
||||
return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
|
||||
}
|
||||
|
||||
vec3 ToSrgb(vec3 c)
|
||||
{
|
||||
if (param.scaleInLinearGamma == 0)
|
||||
return c;
|
||||
|
||||
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy;
|
||||
#ifdef SIMPLE_LINEAR_GAMMA
|
||||
return ToLinear(param.brightBoost * pow(texture(Original,pos.xy).rgb, vec3(2.2)));
|
||||
#else
|
||||
return ToLinear(param.brightBoost * texture(Original,pos.xy).rgb);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.SourceSize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), param.shape));
|
||||
}
|
||||
|
||||
// 3-tap Gaussian filter along horz line.
|
||||
vec3 Horz3(vec2 pos, float off)
|
||||
{
|
||||
vec3 b = Fetch(pos, vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos, vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos, vec2( 1.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = param.hardPix;
|
||||
float wb = Gaus(dst-1.0,scale);
|
||||
float wc = Gaus(dst+0.0,scale);
|
||||
float wd = Gaus(dst+1.0,scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (b*wb+c*wc+d*wd)/(wb+wc+wd);
|
||||
}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a = Fetch(pos,vec2(-2.0, off));
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
vec3 e = Fetch(pos,vec2( 2.0, off));
|
||||
|
||||
float dst = Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale = param.hardPix;
|
||||
float wa = Gaus(dst - 2.0, scale);
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
float we = Gaus(dst + 2.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
|
||||
}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off)
|
||||
{
|
||||
vec3 a = Fetch(pos, vec2(-3.0, off));
|
||||
vec3 b = Fetch(pos, vec2(-2.0, off));
|
||||
vec3 c = Fetch(pos, vec2(-1.0, off));
|
||||
vec3 d = Fetch(pos, vec2( 0.0, off));
|
||||
vec3 e = Fetch(pos, vec2( 1.0, off));
|
||||
vec3 f = Fetch(pos, vec2( 2.0, off));
|
||||
vec3 g = Fetch(pos, vec2( 3.0, off));
|
||||
|
||||
float dst = Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale = param.hardBloomPix;
|
||||
float wa = Gaus(dst - 3.0, scale);
|
||||
float wb = Gaus(dst - 2.0, scale);
|
||||
float wc = Gaus(dst - 1.0, scale);
|
||||
float wd = Gaus(dst + 0.0, scale);
|
||||
float we = Gaus(dst + 1.0, scale);
|
||||
float wf = Gaus(dst + 2.0, scale);
|
||||
float wg = Gaus(dst + 3.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
|
||||
}
|
||||
|
||||
// Return scanline weight.
|
||||
float Scan(vec2 pos, float off)
|
||||
{
|
||||
float dst = Dist(pos).y;
|
||||
|
||||
return Gaus(dst + off, param.hardScan);
|
||||
}
|
||||
|
||||
// Return scanline weight for bloom.
|
||||
float BloomScan(vec2 pos, float off)
|
||||
{
|
||||
float dst = Dist(pos).y;
|
||||
|
||||
return Gaus(dst + off, param.hardBloomScan);
|
||||
}
|
||||
|
||||
// Allow nearest three lines to effect pixel.
|
||||
vec3 Tri(vec2 pos)
|
||||
{
|
||||
vec3 a = Horz3(pos,-1.0);
|
||||
vec3 b = Horz5(pos, 0.0);
|
||||
vec3 c = Horz3(pos, 1.0);
|
||||
|
||||
float wa = Scan(pos,-1.0);
|
||||
float wb = Scan(pos, 0.0);
|
||||
float wc = Scan(pos, 1.0);
|
||||
|
||||
return a*wa + b*wb + c*wc;
|
||||
}
|
||||
|
||||
// Small bloom.
|
||||
vec3 Bloom(vec2 pos)
|
||||
{
|
||||
vec3 a = Horz5(pos,-2.0);
|
||||
vec3 b = Horz7(pos,-1.0);
|
||||
vec3 c = Horz7(pos, 0.0);
|
||||
vec3 d = Horz7(pos, 1.0);
|
||||
vec3 e = Horz5(pos, 2.0);
|
||||
|
||||
float wa = BloomScan(pos,-2.0);
|
||||
float wb = BloomScan(pos,-1.0);
|
||||
float wc = BloomScan(pos, 0.0);
|
||||
float wd = BloomScan(pos, 1.0);
|
||||
float we = BloomScan(pos, 2.0);
|
||||
|
||||
return a*wa+b*wb+c*wc+d*wd+e*we;
|
||||
}
|
||||
|
||||
// Distortion of scanlines, and end of screen alpha.
|
||||
vec2 Warp(vec2 pos)
|
||||
{
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY);
|
||||
|
||||
return pos*0.5 + 0.5;
|
||||
}
|
||||
|
||||
// Shadow mask.
|
||||
vec3 Mask(vec2 pos)
|
||||
{
|
||||
vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark);
|
||||
|
||||
// Very compressed TV style shadow mask.
|
||||
if (param.shadowMask == 1.0)
|
||||
{
|
||||
float line = param.maskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
|
||||
if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark;
|
||||
|
||||
pos.x = fract(pos.x*0.333333333);
|
||||
|
||||
if (pos.x < 0.333) mask.r = param.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = param.maskLight;
|
||||
else mask.b = param.maskLight;
|
||||
mask*=line;
|
||||
}
|
||||
|
||||
// Aperture-grille.
|
||||
else if (param.shadowMask == 2.0)
|
||||
{
|
||||
pos.x = fract(pos.x*0.333333333);
|
||||
|
||||
if (pos.x < 0.333) mask.r = param.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = param.maskLight;
|
||||
else mask.b = param.maskLight;
|
||||
}
|
||||
|
||||
// Stretched VGA style shadow mask (same as prior shaders).
|
||||
else if (param.shadowMask == 3.0)
|
||||
{
|
||||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x*0.166666666);
|
||||
|
||||
if (pos.x < 0.333) mask.r = param.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = param.maskLight;
|
||||
else mask.b = param.maskLight;
|
||||
}
|
||||
|
||||
// VGA style shadow mask.
|
||||
else if (param.shadowMask == 4.0)
|
||||
{
|
||||
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
||||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x*0.166666666);
|
||||
|
||||
if (pos.x < 0.333) mask.r = param.maskLight;
|
||||
else if (pos.x < 0.666) mask.g = param.maskLight;
|
||||
else mask.b = param.maskLight;
|
||||
}
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos = Warp(vTexCoord);
|
||||
vec3 outColor = Tri(pos).rgb;
|
||||
|
||||
if (param.shadowMask > 0.0)
|
||||
outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
|
||||
#ifdef DO_BLOOM
|
||||
//Add Bloom
|
||||
outColor.rgb += mix( vec3(0.0), texture(BloomPass, pos).rgb, param.bloomAmount);
|
||||
#endif
|
||||
#ifdef GL_ES /* TODO/FIXME - hacky clamp fix */
|
||||
vec2 bordertest = (pos);
|
||||
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
|
||||
outColor.rgb = outColor.rgb;
|
||||
else
|
||||
outColor.rgb = vec3(0.0);
|
||||
#endif
|
||||
|
||||
FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
|
||||
}
|
|
@ -1,58 +1,58 @@
|
|||
shaders = 13
|
||||
|
||||
shader0 = ../crt/shaders/crt-lottes-multipass/linearize.slang
|
||||
shader0 = ../crt/shaders/crt-lottes-multipass/old/linearize.slang
|
||||
srgb_framebuffer0 = true
|
||||
alias0 = "REFERENCE"
|
||||
|
||||
shader1 = ../crt/shaders/crt-lottes-multipass/horz3minus1.slang
|
||||
shader1 = ../crt/shaders/crt-lottes-multipass/old/horz3minus1.slang
|
||||
srgb_framebuffer1 = true
|
||||
scale_type1 = source
|
||||
filter_linear1 = true
|
||||
alias1 = horz3minus1
|
||||
|
||||
shader2 = ../crt/shaders/crt-lottes-multipass/horz3plus1.slang
|
||||
shader2 = ../crt/shaders/crt-lottes-multipass/old/horz3plus1.slang
|
||||
srgb_framebuffer2 = true
|
||||
scale_type2 = source
|
||||
filter_linear2 = true
|
||||
alias2 = horz3plus1
|
||||
|
||||
shader3 = ../crt/shaders/crt-lottes-multipass/horz5minus2.slang
|
||||
shader3 = ../crt/shaders/crt-lottes-multipass/old/horz5minus2.slang
|
||||
srgb_framebuffer3 = true
|
||||
scale_type3 = source
|
||||
filter_linear3 = true
|
||||
alias3 = horz5minus2
|
||||
|
||||
shader4 = ../crt/shaders/crt-lottes-multipass/horz5.slang
|
||||
shader4 = ../crt/shaders/crt-lottes-multipass/old/horz5.slang
|
||||
srgb_framebuffer4 = true
|
||||
scale_type4 = source
|
||||
filter_linear4 = true
|
||||
alias4 = horz5
|
||||
|
||||
shader5 = ../crt/shaders/crt-lottes-multipass/horz5plus2.slang
|
||||
shader5 = ../crt/shaders/crt-lottes-multipass/old/horz5plus2.slang
|
||||
srgb_framebuffer5 = true
|
||||
scale_type5 = source
|
||||
filter_linear5 = true
|
||||
alias5 = horz5plus2
|
||||
|
||||
shader6 = ../crt/shaders/crt-lottes-multipass/horz7minus1.slang
|
||||
shader6 = ../crt/shaders/crt-lottes-multipass/old/horz7minus1.slang
|
||||
srgb_framebuffer6 = true
|
||||
scale_type6 = source
|
||||
filter_linear6 = true
|
||||
alias6 = horz7minus1
|
||||
|
||||
shader7 = ../crt/shaders/crt-lottes-multipass/horz7.slang
|
||||
shader7 = ../crt/shaders/crt-lottes-multipass/old/horz7.slang
|
||||
srgb_framebuffer7 = true
|
||||
scale_type7 = source
|
||||
filter_linear7 = true
|
||||
alias7 = horz7
|
||||
|
||||
shader8 = ../crt/shaders/crt-lottes-multipass/horz7plus1.slang
|
||||
shader8 = ../crt/shaders/crt-lottes-multipass/old/horz7plus1.slang
|
||||
srgb_framebuffer8 = true
|
||||
scale_type8 = source
|
||||
filter_linear8 = true
|
||||
alias8 = horz7plus1
|
||||
|
||||
shader9 = ../crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang
|
||||
shader9 = ../crt/shaders/crt-lottes-multipass/old/crt-lottes-multipass.slang
|
||||
scale_type9 = source
|
||||
scale9 = 4.0
|
||||
filter_linear9 = false
|
||||
|
|
|
@ -24,7 +24,7 @@ shader4 = ../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamm
|
|||
srgb_framebuffer4 = true
|
||||
alias4 = "REFERENCE"
|
||||
|
||||
shader5 = "../crt/shaders/crt-lottes-multipass/threshold.slang"
|
||||
shader5 = "../crt/shaders/crt-lottes-multipass/old/threshold.slang"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
shader6 = "../blurs/blur9fast-vertical.slang"
|
||||
|
@ -40,55 +40,55 @@ scale_type7 = "source"
|
|||
scale7 = "1.0"
|
||||
srgb_framebuffer7 = "true"
|
||||
|
||||
shader8 = ../crt/shaders/crt-lottes-multipass/horz3minus1.slang
|
||||
shader8 = ../crt/shaders/crt-lottes-multipass/old/horz3minus1.slang
|
||||
srgb_framebuffer8 = true
|
||||
scale_type8 = source
|
||||
filter_linear8 = true
|
||||
alias8 = horz3minus1
|
||||
|
||||
shader9 = ../crt/shaders/crt-lottes-multipass/horz3plus1.slang
|
||||
shader9 = ../crt/shaders/crt-lottes-multipass/old/horz3plus1.slang
|
||||
srgb_framebuffer9 = true
|
||||
scale_type9 = source
|
||||
filter_linear9 = true
|
||||
alias9 = horz3plus1
|
||||
|
||||
shader10 = ../crt/shaders/crt-lottes-multipass/horz5minus2.slang
|
||||
shader10 = ../crt/shaders/crt-lottes-multipass/old/horz5minus2.slang
|
||||
srgb_framebuffer10 = true
|
||||
scale_type10 = source
|
||||
filter_linear10 = true
|
||||
alias10 = horz5minus2
|
||||
|
||||
shader11 = ../crt/shaders/crt-lottes-multipass/horz5.slang
|
||||
shader11 = ../crt/shaders/crt-lottes-multipass/old/horz5.slang
|
||||
srgb_framebuffer11 = true
|
||||
scale_type11 = source
|
||||
filter_linear11 = true
|
||||
alias11 = horz5
|
||||
|
||||
shader12 = ../crt/shaders/crt-lottes-multipass/horz5plus2.slang
|
||||
shader12 = ../crt/shaders/crt-lottes-multipass/old/horz5plus2.slang
|
||||
srgb_framebuffer12 = true
|
||||
scale_type12 = source
|
||||
filter_linear12 = true
|
||||
alias12 = horz5plus2
|
||||
|
||||
shader13 = ../crt/shaders/crt-lottes-multipass/horz7minus1.slang
|
||||
shader13 = ../crt/shaders/crt-lottes-multipass/old/horz7minus1.slang
|
||||
srgb_framebuffer13 = true
|
||||
scale_type13 = source
|
||||
filter_linear13 = true
|
||||
alias13 = horz7minus1
|
||||
|
||||
shader14 = ../crt/shaders/crt-lottes-multipass/horz7.slang
|
||||
shader14 = ../crt/shaders/crt-lottes-multipass/old/horz7.slang
|
||||
srgb_framebuffer14 = true
|
||||
scale_type14 = source
|
||||
filter_linear14 = true
|
||||
alias14 = horz7
|
||||
|
||||
shader15 = ../crt/shaders/crt-lottes-multipass/horz7plus1.slang
|
||||
shader15 = ../crt/shaders/crt-lottes-multipass/old/horz7plus1.slang
|
||||
srgb_framebuffer15 = true
|
||||
scale_type15 = source
|
||||
filter_linear15 = true
|
||||
alias15 = horz7plus1
|
||||
|
||||
shader16 = ../crt/shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang
|
||||
shader16 = ../crt/shaders/crt-lottes-multipass/old/crt-lottes-multipass-glow.slang
|
||||
texture_wrap_mode16 = "clamp_to_edge"
|
||||
scale16 = 4.0
|
||||
scale_type16 = source
|
||||
|
|
Loading…
Reference in a new issue