make res-independent scanlines better, add built-in res control to geom

This commit is contained in:
hunterk 2020-04-27 14:45:44 -05:00
parent 3b6d56f496
commit 5fd80ad7ea
2 changed files with 56 additions and 25 deletions

View file

@ -2,9 +2,6 @@
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float CRTgamma;
float monitorgamma;
@ -22,12 +19,14 @@ layout(push_constant) uniform Push
float CURVATURE;
float interlace_detect;
float lum;
float xsize, ysize;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 SourceSize;
} global;
#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
@ -47,6 +46,13 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
#pragma parameter xsize "Simulated Width (0==Auto)" 0.0 0.0 1920.0 16.0
#pragma parameter ysize "Simulated Height (0==Auto)" 0.0 0.0 1080.0 16.0
vec2 height = (registers.ysize > 0.001) ? vec2(registers.ysize, 1./registers.ysize) : global.SourceSize.yw;
vec2 width = (registers.xsize > 0.001) ? vec2(registers.xsize, 1./registers.xsize) : global.SourceSize.xz;
vec4 SourceSize = vec4(width.x, height.x, width.y, height.y);
/*
CRT-interlaced
@ -166,15 +172,15 @@ void main()
sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
stretch = maxscale();
TextureSize = vec2(registers.SHARPER * registers.SourceSize.x, registers.SourceSize.y);
TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
ilfac = vec2(1.0, clamp(floor(registers.SourceSize.y/200.0), 1.0, 2.0));
ilfac = vec2(1.0, clamp(floor(SourceSize.y/200.0), 1.0, 2.0));
// 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 * registers.SourceSize.x * registers.OutputSize.x / registers.SourceSize.x;
mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
}
#pragma stage fragment
@ -393,7 +399,7 @@ void main()
vec3 dotMaskWeights = mix(
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))
floor(mod(gl_FragCoord.x, 2.0))
);
mul_res *= dotMaskWeights;

View file

@ -1,9 +1,12 @@
#version 450
/*
based on scanline shader by:
Author: Themaister
License: Public domain
Resolution-Independent Scanlines
based on
Scanlines Sine Absolute Value
An ultra light scanline shader
by RiskyJumps
license: public domain
*/
layout(push_constant) uniform Push
@ -12,16 +15,25 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
float SCANLINE_SINE_COMP_B;
float scanline_size;
float amp;
float phase;
float lines_black;
float lines_white;
float mask, mask_weight, imageSize;
} params;
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.25 0.0 1.0 0.05
#pragma parameter scanline_size "Scanline Scale" 4.0 2.0 10.0 0.5
#pragma parameter amp "Amplitude" 1.2500 0.000 2.000 0.05
#pragma parameter phase "Phase" 0.5000 0.000 2.000 0.05
#pragma parameter lines_black "Lines Blacks" 0.0000 0.000 1.000 0.05
#pragma parameter lines_white "Lines Whites" 1.0000 0.000 2.000 0.05
#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
#define scanline_size params.scanline_size
#pragma parameter mask "Mask Layout" 0.0 0.0 19.0 1.0
#pragma parameter mask_weight "Mask Weight" 0.5 0.0 1.0 0.01
#pragma parameter imageSize "Simulated Image Height" 224.0 144.0 260.0 1.0
#define freq 0.500000
#define offset 0.000000
#define pi 3.141592654
layout(std140, set = 0, binding = 0) uniform UBO
{
@ -29,32 +41,45 @@ layout(std140, set = 0, binding = 0) uniform UBO
} global;
#define pi 3.141592654
#include "../../include/subpixel_masks.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 omega;
layout(location = 1) out float omega;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
omega = 2.0 * pi * freq; // Angular frequency
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 omega;
layout(location = 1) in float omega;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B);
vec3 res = texture(Source, vTexCoord).xyz;
vec2 fragcoord = fract(floor(vTexCoord.xy * params.OutputSize.xy * 1.0001) / scanline_size);
vec3 scanline = (fragcoord.y > 0.3333)? res : vec3(SCANLINE_SINE_COMP_B * res);//res * ((1. - 0.75 * SCANLINE_SINE_COMP_B) + dot(sine_comp * sin((fragcoord / scanline_size) * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
float angle = (gl_FragCoord.y * params.OutputSize.w) * omega * params.imageSize + params.phase;
vec3 color = texture(Source, vTexCoord).xyz;
float grid;
float lines;
lines = sin(angle);
lines *= params.amp;
lines += offset;
lines = abs(lines);
lines *= params.lines_white - params.lines_black;
lines += params.lines_black;
color *= lines;
FragColor = vec4(color.xyz, 1.0);
FragColor.rgb *= mask_weights(gl_FragCoord.xy, params.mask_weight, int(params.mask));
}