mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Update crt-pocket.slang (#463)
Replace with something bigger, and better quality.
This commit is contained in:
parent
3e5801626f
commit
6034d9a906
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@ -1,95 +1,89 @@
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#version 450
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layout(push_constant) uniform Push
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{
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float SHARPNESSX,SHARPNESSY,WARPX,WARPY,CORNER_ROUND,BORDER,SHADOWMASK,MASKLOW,MASKHIGH,DOTMASK_STRENGTH,
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MASKDARK,MASKLIGHT,GAMMAIN,GAMMAOUT,SAT,SCANLOW,SCANHIGH,MINSCAN,VIGNETTE,VPOWER,VSTR,TEMP,SEGA,
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BLACK,GLOW,SIZE,quality,nois,BGR,INTERLACE;
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} params;
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// Parameter lines go here:
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#pragma parameter SHARPNESSX " Horizontal Sharpness" 0.25 0.0 1.0 0.05
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#pragma parameter SHARPNESSY " Vertical Sharpness" 0.7 0.0 1.0 0.05
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#pragma parameter WARPX "Curvature Horizontal" 0.03 0.0 0.2 0.01
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#pragma parameter WARPY "Curvature Vertical" 0.05 0.0 0.2 0.01
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#pragma parameter CORNER_ROUND "Corner Roundness" 0.02 0.005 0.2 0.01
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#pragma parameter BORDER "Border Smoothness" 400.0 100.0 1000.0 25.0
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#pragma parameter INTERLACE "Interlace On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter SCANLOW " Scanline Low Brightness" 0.15 0.01 1.0 0.05
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#pragma parameter SCANHIGH " Scanline High Brightness" 0.20 0.01 1.0 0.05
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#pragma parameter MINSCAN " Scanline Min Brightness" 0.04 0.01 1.0 0.01
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#pragma parameter SHADOWMASK "Mask Type, CGWG, Lottes 1-4" 5.0 -1.0 5.0 1.0
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#pragma parameter BGR "RGB/BGR subpixels" 1.0 0.0 1.0 1.0
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#pragma parameter MASKLOW "Mask Strength Low" 1.0 0.0 1.0 0.05
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#pragma parameter MASKHIGH "Mask Strength High" 0.75 0.0 1.0 0.05
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.05
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#pragma parameter MASKDARK "Lottes Mask Dark" 0.5 0.0 2.0 0.1
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#pragma parameter MASKLIGHT "Lottes Mask Light" 1.5 0.0 2.0 0.1
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#pragma parameter GAMMAIN " Gamma In" 2.4 1.0 4.0 0.05
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#pragma parameter GAMMAOUT " Gamma Out" 2.25 1.0 4.0 0.05
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#pragma parameter BLACK " Black Level" 0.0 -0.20 0.20 0.01
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#pragma parameter TEMP " Color Temperature in Kelvins" 9311.0 1031.0 12047.0 72.0
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#pragma parameter SAT " Saturation" 1.0 0.0 2.0 0.01
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#pragma parameter SEGA " SEGA Lum Fix" 0.0 0.0 1.0 1.0
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#pragma parameter GLOW " Glow Strength" 0.12 0.0 1.0 0.01
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#pragma parameter quality " Glow Size" 1.0 0.0 1.5 0.05
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#pragma parameter VIGNETTE "Vignette On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter VPOWER "Vignette Power" 0.1 0.0 1.0 0.01
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#pragma parameter VSTR "Vignette Strength" 45.0 0.0 50.0 1.0
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#pragma parameter nois "Noise strength" 0.4 0.0 1.0 0.01
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#define SHARPNESSX params.SHARPNESSX
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#define SHARPNESSY params.SHARPNESSY
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#define WARPX params.WARPX
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#define WARPY params.WARPY
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#define CORNER_ROUND params.CORNER_ROUND
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#define BORDER params.BORDER
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#define SHADOWMASK params.SHADOWMASK
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#define MASKLOW params.MASKLOW
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#define MASKHIGH params.MASKHIGH
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#define DOTMASK_STRENGTH params.DOTMASK_STRENGTH
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#define MASKDARK params.MASKDARK
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#define MASKLIGHT params.MASKLIGHT
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#define GAMMAIN params.GAMMAIN
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#define GAMMAOUT params.GAMMAOUT
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#define SAT params.SAT
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#define SCANLOW params.SCANLOW
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#define SCANHIGH params.SCANHIGH
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#define MINSCAN params.MINSCAN
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#define VIGNETTE params.VIGNETTE
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#define VPOWER params.VPOWER
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#define VSTR params.VSTR
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#define TEMP params.TEMP
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#define SEGA params.SEGA
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#define BLACK params.BLACK
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#define GLOW params.GLOW
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#define SIZE params.SIZE
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#define quality params.quality
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#define nois params.nois
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#define BGR params.BGR
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#define INTERLACE params.INTERLACE
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#define CURVATURE
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#define PI 3.141592654
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float gammain,gammaout,warpX,warpY,vignette,vign,corners,beam1,beam2,
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scanline1,scanline2,interlace,progress,boost1,boost2,sat,flick;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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mat4 MVP;
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mat4 MVP;
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float DOTMASK_STRENGTH,maskDark,maskLight,shadowMask,bgr,maskl,maskh,gl,
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ntsc,TEMP;
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} global;
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define OutputSize global.OutputSize
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#define mod_factor vTexCoord.x * OutputSize.x/OriginalSize.x*SourceSize.x
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#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy)
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#define filterWidth (OriginalSize.y / OutputSize.y) / 3.0
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#pragma parameter warpX "Curvature X" 0.03 0.00 0.20 0.01
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#define warpX params.warpX
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#pragma parameter warpY "Curvature Y" 0.05 0.00 0.20 0.01
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#define warpY params.warpY
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#pragma parameter corners "Corners cut On/Off" 1.0 0.0 1.0 1.0
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#define corners params.corners
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#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0
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#define vignette params.vignette
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#pragma parameter vign "Vignette Strength" 0.10 0.0 0.50 0.01
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#define vign params.vign
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#pragma parameter shadowMask "Mask Style 0:cgwg,1-4:Lottes,5:Sin" 1.0 0.0 5.0 1.0
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#define shadowMask global.shadowMask
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#pragma parameter maskl "Mask Low" 0.9 0.0 1.0 0.05
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#define maskl global.maskl
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#pragma parameter maskh "Mask High" 0.6 0.0 1.0 0.05
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#define maskh global.maskh
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#pragma parameter bgr "RGB/BGR subpixels" 1.0 0.0 1.0 1.0
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#define bgr global.bgr
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.7 0.0 1.0 0.05
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#define DOTMASK_STRENGTH global.DOTMASK_STRENGTH
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#pragma parameter maskDark "Lottes maskDark" 0.3 0.0 2.0 0.1
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#define maskDark global.maskDark
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight global.maskLight
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#pragma parameter interlace "Interlace On/Off" 1.0 0.0 1.0 1.0
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#define interlace params.interlace
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#pragma parameter progress "Force 240p" 0.0 0.0 1.0 1.0
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#define progress params.progress
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#pragma parameter flick "Flicker Strength" 4.0 0.0 10.0 0.1
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#define flick params.flick
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#pragma parameter beam1 "Scanline Beam Low" 6.0 1.0 15.0 0.5
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#define beam1 params.beam1
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#pragma parameter beam2 "Scanline Beam High" 8.0 1.0 15.0 0.5
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#define beam2 params.beam2
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#pragma parameter scanline1 "Scanline Low" 1.35 0.5 3.0 0.05
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#define scanline1 params.scanline1
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#pragma parameter scanline2 "Scanline High" 1.05 0.5 3.0 0.05
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#define scanline2 params.scanline2
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#pragma parameter ntsc "NTSC Colors" 1.0 0.0 1.0 1.0
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#define ntsc global.ntsc
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#pragma parameter TEMP "Color Temperature in Kelvins" 8591.0 1031.0 12047.0 72.0
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#define TEMP global.TEMP
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#pragma parameter gammain "Gamma In" 2.45 1.0 4.0 0.05
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#define gammain params.gammain
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#pragma parameter gammaout "Gamma Out" 2.25 1.0 4.0 0.05
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#define gammaout params.gammaout
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#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.01
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#define sat params.sat
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#pragma parameter boost1 "Boost Dark Colors" 1.45 1.0 2.0 0.05
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#define boost1 params.boost1
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#pragma parameter boost2 "Boost Bright Colors" 1.25 1.0 2.0 0.05
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#define boost2 params.boost2
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#pragma parameter gl "Glow Strength" 0.15 0.0 1.0 0.01
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#define gl global.gl
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#define pi 3.141592
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#define SourceSize params.SourceSize
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#define OutputSize params.OutputSize
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#define FrameCount params.FrameCount
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#define OriginalSize params.OriginalSize
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#define timer float(FrameCount*2.0)
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#define flicker sin(timer)*flick/1000.0
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#define mod_factor vTexCoord.x * SourceSize.x * OutputSize.x / SourceSize.x
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -98,160 +92,248 @@ 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 * 1.0001;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord*1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define iTimer (float(global.FrameCount) / 60.0)
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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if (shadowMask == 0.0)
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{
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float mask = 1.0 - DOTMASK_STRENGTH;
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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return dotMaskWeights;
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : mask.b=maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : mask.b=maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : mask.b=maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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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/6.0);
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if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : mask.b=maskLight;
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}
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else if (shadowMask == 5.0)
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{
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float MaskR = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.00000+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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float MaskG = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*1.33333+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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float MaskB = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.66667+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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vec3 Mask; bgr == 1.0? Mask = vec3(MaskB,MaskG,MaskR) : Mask = vec3(MaskR,MaskG,MaskB) ;
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Mask = min(Mask*2.0,1.0);
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return vec3(Mask);
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}
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return mask;
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}
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vec2 curve(vec2 pos)
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//Lanczos filter
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float sinc(float x)
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{
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return sin(x * pi) / (x * pi);
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}
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float lanczosWeight(float d, float n)
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{
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return (d == 0.0) ? (1.0) : (d*d < n*n ? sinc(d) * sinc(d / n) : 0.0);
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}
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vec3 Lanczos3(vec2 uv, vec2 InvResolution)
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{
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vec2 center = uv - (mod(uv / InvResolution, 1.0)-0.5) * InvResolution;// texel center
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vec2 offset = (uv - center)/InvResolution;// relevant texel position in the range -0.5~+0.5
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vec3 col = vec3(0.0);
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float weight = 0.0;
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//loop
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for(int x = -2; x < 3; x++)
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{
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for(int y = -1; y < 2; y++)
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{
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float wx = lanczosWeight(float(x)-offset.x, 2.0);
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float wy = lanczosWeight(float(y)-offset.y, 1.0);
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float w = wx * wy;
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col += w * texture(Source, center + vec2(x,y) * InvResolution).rgb;
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weight += w;
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}
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}
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col /= weight;
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return col;
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}
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// Distortion of scanlines
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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)*WARPX,
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1.0 + (pos.x*pos.x)*WARPY);
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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float corner(vec2 coord)
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//Vignette
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mat3 vignet()
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{
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coord *= scale.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x);
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vec2 cdist = vec2(CORNER_ROUND);
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*BORDER,0.0, 1.0);
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}
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vec2 vpos = vTexCoord;
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float CalcScanLineWeight(float dist, float scan)
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{
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return max(1.0-dist*dist/scan, MINSCAN);
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}
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float ScanLine(float dy, float l)
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{
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float scan = mix(SCANLOW, SCANHIGH, l);
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float scanLineWeight = CalcScanLineWeight(dy, scan);
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scanLineWeight += CalcScanLineWeight(dy-filterWidth, scan);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth, scan);
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scanLineWeight *= 0.3333333;
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return scanLineWeight;
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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(MASKDARK, MASKDARK, MASKDARK);
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// Very compressed TV style shadow mask.
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if (SHADOWMASK == 1.0)
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{
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float line = MASKLIGHT;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = MASKDARK;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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mask*=line;
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}
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// Aperture-grille.
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else if (SHADOWMASK == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (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/6.0);
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if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
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else if (pos.x < 0.666) mask.g = MASKLIGHT;
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else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
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}
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// VGA style shadow mask.
|
||||
else if (SHADOWMASK == 4.0)
|
||||
{
|
||||
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
||||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x/6.0);
|
||||
|
||||
if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT;
|
||||
else if (pos.x < 0.666) mask.g = MASKLIGHT;
|
||||
else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT;
|
||||
}
|
||||
else if (SHADOWMASK == 5.0)
|
||||
{
|
||||
float line = MASKLIGHT;
|
||||
float odd = 0.0;
|
||||
|
||||
if (fract(pos.x/4.0) < 0.5)
|
||||
odd = 1.0;
|
||||
if (fract((pos.y + odd)/2.0) < 0.5)
|
||||
line = MASKDARK;
|
||||
|
||||
pos.x = fract(pos.x/2.0);
|
||||
|
||||
if (pos.x < 0.5) {mask.r = MASKLIGHT; mask.b = MASKLIGHT;}
|
||||
else mask.g = MASKLIGHT;
|
||||
mask*=line;
|
||||
}
|
||||
|
||||
|
||||
|
||||
else if (SHADOWMASK == -1.0) mask = vec3(1.0);
|
||||
return mask;
|
||||
}
|
||||
|
||||
mat3 vign()
|
||||
{
|
||||
vec2 vpos = vTexCoord * SourceSize.xy/OriginalSize.xy;
|
||||
vpos *= 1.0 - vpos;
|
||||
|
||||
float vig = vpos.x * vpos.y * VSTR;
|
||||
|
||||
vig = min(pow(vig, VPOWER), 1.0);
|
||||
|
||||
if (VIGNETTE == 0.0) vig=1.0;
|
||||
vpos *= 1.0 - vpos.xy;
|
||||
float vig = vpos.x * vpos.y * 50.0;
|
||||
vig = min(pow(vig, vign), 1.0);
|
||||
if (vignette == 0.0) vig=1.0;
|
||||
|
||||
return mat3(vig, 0, 0,
|
||||
0, vig, 0,
|
||||
0, 0, vig);
|
||||
}
|
||||
|
||||
float sw(float y, float l)
|
||||
{
|
||||
float scan = mix(beam1, beam2, y);
|
||||
float tmp = mix(scanline1, scanline2, l);
|
||||
float ex = y*tmp;
|
||||
return exp2(-scan*ex*ex);
|
||||
}
|
||||
|
||||
|
||||
vec3 glow(vec2 pos)
|
||||
{
|
||||
vec3 col = vec3(0.0);
|
||||
float x = SourceSize.z;
|
||||
float y = SourceSize.w;
|
||||
float w1 = 0.15;
|
||||
float w2 = 0.05;
|
||||
col += w1*texture(Source,pos+vec2(x,0.0)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(x,y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(x,-y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(-x,0.0)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(-x,y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(-x,-y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(0.0,y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(0.0,-y)).rgb;
|
||||
|
||||
col += w2*texture(Source,pos+vec2(2.0*x,0.0)).rgb;
|
||||
col += w2*texture(Source,pos+vec2(2.0*x,y)).rgb;
|
||||
col += w2*texture(Source,pos+vec2(2.0*x,-y)).rgb;
|
||||
col += w2*texture(Source,pos+vec2(-2.0*x,0.0)).rgb;
|
||||
col += w2*texture(Source,pos+vec2(-2.0*x,y)).rgb;
|
||||
col += w2*texture(Source,pos+vec2(-2.0*x,-y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(0.0,2.0*y)).rgb;
|
||||
col += w1*texture(Source,pos+vec2(0.0,-2.0*y)).rgb;
|
||||
return col*gl;
|
||||
}
|
||||
|
||||
vec3 DecodeGamma(vec3 color, float gamma)
|
||||
{
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color.r = (color.r <= 0.00313066844250063) ?
|
||||
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
|
||||
color.g = (color.g <= 0.00313066844250063) ?
|
||||
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
|
||||
color.b = (color.b <= 0.00313066844250063) ?
|
||||
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
vec3 RGBtoXYZ(vec3 RGB)
|
||||
{
|
||||
const mat3x3 m = mat3x3(
|
||||
0.6068909, 0.1735011, 0.2003480,
|
||||
0.2989164, 0.5865990, 0.1144845,
|
||||
0.0000000, 0.0660957, 1.1162243);
|
||||
return RGB * m;
|
||||
}
|
||||
|
||||
vec3 NTSC(vec3 c)
|
||||
{
|
||||
vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
|
||||
return RGBtoXYZ(v);
|
||||
}
|
||||
|
||||
vec3 XYZtoSRGB(vec3 XYZ)
|
||||
{
|
||||
const mat3x3 m = mat3x3(
|
||||
3.2404542,-1.5371385,-0.4985314,
|
||||
-0.9692660, 1.8760108, 0.0415560,
|
||||
0.0556434,-0.2040259, 1.0572252);
|
||||
return XYZ * m;
|
||||
}
|
||||
|
||||
vec3 sRGB(vec3 c)
|
||||
{
|
||||
vec3 v = XYZtoSRGB(c);
|
||||
v = DecodeGamma(v, 2.4); //Companding
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
|
||||
// NTSC RGB to sRGB
|
||||
vec3 NTSCtoSRGB( vec3 c )
|
||||
{
|
||||
return sRGB(NTSC( c ));
|
||||
}
|
||||
|
||||
float saturate(float v)
|
||||
{
|
||||
return clamp(v, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/lsSXW1
|
||||
vec3 ColorTemperatureToRGB(float temperatureInKelvins)
|
||||
vec3 ColorTemp(float temperatureInKelvins)
|
||||
{
|
||||
vec3 retColor;
|
||||
temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0;
|
||||
|
@ -278,112 +360,49 @@ vec3 ColorTemperatureToRGB(float temperatureInKelvins)
|
|||
return retColor;
|
||||
}
|
||||
|
||||
|
||||
vec3 glow0 (vec2 uv)
|
||||
{
|
||||
vec3 sum = vec3(0.0);
|
||||
float x = uv.x;
|
||||
float y = uv.y;
|
||||
float xx = SourceSize.z*quality;
|
||||
float yy = SourceSize.w*quality;
|
||||
|
||||
sum += texture(Source, vec2(x-xx,y)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x-xx,y-yy)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x,y-yy)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x+xx,y-yy)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x+xx,y)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x, y-yy)).rgb*0.1;
|
||||
sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1;
|
||||
|
||||
sum += texture(Source,vec2(x-2.0*xx,y)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x-xx,y-2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x,y-2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x+xx,y-2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x+2.0*xx,y-yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x+2.0*xx,y)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x+2.0*xx,y+yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x+xx,y+2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x,y+2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x-xx,y+2.0*yy)).rgb*0.05;
|
||||
sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05;
|
||||
|
||||
return sum * GLOW;
|
||||
}
|
||||
|
||||
float noise(vec2 co)
|
||||
{
|
||||
return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos = Warp(vTexCoord);
|
||||
vec2 uv = pos * vec2(0.5, 2.0);
|
||||
vec2 InvResolution = SourceSize.zw;
|
||||
|
||||
// FILTER
|
||||
vec2 stepxy = SourceSize.zw;
|
||||
if (OriginalSize.y > 400.0 && INTERLACE == 0.0) stepxy.y *=2.0;
|
||||
float f = fract(pos.y*SourceSize.y)+0.5;
|
||||
float f2 = fract(pos.y*SourceSize.y);
|
||||
|
||||
vec2 texCoord = curve(vTexCoord.xy*(SourceSize.xy/OriginalSize.xy))*(OriginalSize.xy/SourceSize.xy.xy);
|
||||
//handle interlacing
|
||||
if (OriginalSize.y > 400.0 && interlace == 1.0)
|
||||
{
|
||||
f = fract(pos.y*SourceSize.y/2.0)+0.5;
|
||||
f2 = fract(pos.y*SourceSize.y/2.0);
|
||||
sin(timer) > 0.0 ? f=f : f=f2;
|
||||
}
|
||||
if (OriginalSize.y > 400.0 && interlace == 0.0 && progress == 1.0)
|
||||
{
|
||||
f = fract(pos.y*SourceSize.y/2.0)+0.5;
|
||||
}
|
||||
|
||||
vec2 pos = texCoord.xy + stepxy * 0.5;
|
||||
vec2 OGL2Pos = texCoord * SourceSize.xy;
|
||||
vec2 pC4 = floor(OGL2Pos) + 0.5;
|
||||
vec2 coord = pC4 / SourceSize.xy;
|
||||
vec2 f = fract(pos / stepxy);
|
||||
if (OriginalSize.y > 400.0 && INTERLACE == 1.0) f = vec2(1.0);
|
||||
else if (OriginalSize.y > 400.0 && INTERLACE == 0.0) f;
|
||||
|
||||
float x = mix(texCoord.x,coord.x,SHARPNESSX);
|
||||
float y = mix(texCoord.y,coord.y,SHARPNESSY);
|
||||
vec4 color = texture(Source,vec2(x,y));
|
||||
vec3 res = Lanczos3(pos,InvResolution);
|
||||
if (ntsc == 1.0) res = NTSCtoSRGB(res);
|
||||
res *= ColorTemp(TEMP);
|
||||
|
||||
float lum2 = dot(color.rgb,vec3(0.29,0.60,0.11));
|
||||
float lumscan = max(max(res.r,res.g),res.b);
|
||||
float lumsat = dot(vec3(0.22,0.7,0.08),res);
|
||||
res = pow(res,vec3(gammain));
|
||||
res = res*sw(f,lumscan) + res*sw(1.0-f,lumscan)+ res*sw(1.0+f,lumscan);
|
||||
float msk = mix(maskl,maskh,lumscan);
|
||||
res *= mix(vec3(1.0),Mask(floor(vTexCoord.xy * OutputSize.xy + vec2(0.5))),msk);
|
||||
|
||||
//gamma in
|
||||
color = pow(color, vec4(GAMMAIN));
|
||||
res *= mix(boost1,boost2,lumsat);
|
||||
res = pow(res,vec3(1.0/gammaout));
|
||||
res *= vignet();
|
||||
res += flicker;
|
||||
|
||||
//Color temp
|
||||
color.rgb *= ColorTemperatureToRGB(TEMP);
|
||||
vec2 corn = min(pos,vec2(1.0)-pos); // This is used to mask corners
|
||||
corn.x = 0.0001/corn.x;
|
||||
res +=glow(pos);
|
||||
if (corners == 1.0 && corn.y <= corn.x || corn.x < 0.0001 ) res = vec3(0.0);
|
||||
res = mix(vec3(lumsat),res,sat);
|
||||
|
||||
float lum = max(max(color.r,color.g),color.b);
|
||||
// noise
|
||||
color.rgb *= mix(1.0 + noise(texCoord)*nois,1.0,lum);
|
||||
//scanlines
|
||||
float ss = ScanLine(f.y, lum)+ScanLine(1.0-f.y, lum);
|
||||
color *= ss;
|
||||
//mask
|
||||
float mask = 1.0 - DOTMASK_STRENGTH;
|
||||
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
|
||||
vec3(mask, 1.0, mask),
|
||||
floor(mod(mod_factor, 2.0)));
|
||||
float msk = mix(MASKLOW,MASKHIGH,lum2);
|
||||
|
||||
if (SHADOWMASK == 0.0)
|
||||
{
|
||||
color.rgb *= mix(vec3(1.0),dotMaskWeights, msk);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
color.rgb *= mix(vec3(1.0),Mask(floor(1.000001 * vTexCoord.xy*OutputSize.xy + vec2(0.5,0.5))), msk);
|
||||
}
|
||||
|
||||
//gamma out
|
||||
color = pow(color, vec4(1.0/GAMMAOUT));
|
||||
//glow
|
||||
color.rgb += glow0(pos);
|
||||
//saturation
|
||||
color.rgb = mix(vec3(lum2)*ss,color.rgb, SAT);
|
||||
//black level
|
||||
color.rgb -= vec3(BLACK);
|
||||
color.rgb *= vec3(1.0)/vec3(1.0-BLACK);
|
||||
//corner
|
||||
color *= corner(texCoord);
|
||||
|
||||
if (SEGA == 1.0) color.rgb *= 1.0625;
|
||||
|
||||
// vignette
|
||||
color.rgb *= vign();
|
||||
FragColor = color;
|
||||
FragColor = vec4(res,1.0);
|
||||
}
|
Loading…
Reference in a new issue