Merge pull request #299 from HyperspaceMadness/master

Added Slang version of crt-gdv-mini
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hizzlekizzle 2022-09-18 11:24:12 -05:00 committed by GitHub
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crt/crt-gdv-mini.slangp Normal file
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shaders = 1
shader0 = shaders/crt-gdv-mini.slang

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#version 450
/*
CRT - Guest - Nomask w. Curvature
With work by DariusG to create a cut down extra fast version
Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float brightboost;
float saturation;
float scanline;
float beam_min;
float beam_max;
float h_sharp;
float shadowMask;
float masksize;
float mcut;
float maskDark;
float maskLight;
float CGWG;
float csize;
float warpX;
float warpY;
float c_shape;
float bsize1;
float sborder;
float gamma_out;
} params;
// Parameter lines go here:
#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
// Gamma out adjusted from 0.5 in glsl version to 0.43 to match output of guest-advanced
#pragma parameter gamma_out " Gamma out" 0.43 0.2 0.6 0.01
#define gamma_out params.gamma_out
#pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05
#define brightboost params.brightboost
// Saturation out adjusted from 1.1 in glsl version to 1.35 to match output of guest-advanced
#pragma parameter saturation " Saturation adjustment -- saturation" 1.35 0.1 2.0 0.05
#define saturation params.saturation
#pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1
#define scanline params.scanline
#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05
#define beam_min params.beam_min
#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05
#define beam_max params.beam_max
#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05
#define h_sharp params.h_sharp
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 1 1 2.0 1.0
#define masksize params.masksize
#pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
#define mcut params.mcut
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1
#define maskDark params.maskDark
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
#define maskLight params.maskLight
#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
#define CGWG params.CGWG
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY // Curvature Y
// #pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
// #define csize params.csize // corner size
// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
// #define c_shape params.c_shape // curvature shape
// #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
// #define bsize1 params.bsize1 // border Size
// #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
// #define sborder params.sborder // border intensity
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
vec4 OutputSize;
} 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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float maskFade;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
float sw(float x, float l)
{
float d = x;
float bm = scanline;
float b = mix(beam_min,beam_max,l);
d = exp2(-bm*pow(d,b));
return d;
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, vec3 c)
{
pos = floor(pos / masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
float mc = 1.0 - CGWG;
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
}
// Very compressed TV style shadow mask.
else if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// 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) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Alternate mask 5
else if (shadowMask == 5.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = adj;
mask.b = adj;
}
else mask.g = adj;
}
// Alternate mask 6
else if (shadowMask == 6.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = adj;
else if (pos.x < 0.666) mask.g = adj;
else mask.b = adj;
}
// Alternate mask 7
else if (shadowMask == 7.0)
{
float mc = 1.0 - CGWG;
float mx = max(max(c.r,c.g),c.b);
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
}
else if (shadowMask == 8.0)
{
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;
}
return mask;
}
// 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)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
// Code from Guest.r's Guest Advanced shader
// float corner(vec2 pos) {
// vec2 b = vec2(bsize1, bsize1) * vec2(1.0, global.OutputSize.x/global.OutputSize.y) * 0.05;
// pos = clamp(pos, 0.0, 1.0);
// pos = abs(2.0*(pos - 0.5));
// float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
// float crn = dot(pow(pos, csize1.xx), vec2(1.0, global.OutputSize.y/global.OutputSize.x));
// crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
// pos = max(pos, crn);
// vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
// res = pow(res, sborder.xx);
// return sqrt(res.x*res.y);
// }
void main()
{
vec2 pos = Warp(vTexCoord);
// HSM Added
vec4 SourceSize = params.SourceSize;
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
vec3 ul = texture(Source, pC4 ).xyz; ul*=ul;
vec3 ur = texture(Source, pC4 + dx).xyz; ur*=ur;
vec3 dl = texture(Source, pC4 + dy).xyz; dl*=dl;
vec3 dr = texture(Source, pC4 + ps).xyz; dr*=dr;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
// calculating scanlines
float f = fp.y;
float luma1 = length(color1)*0.57735;
float luma2 = length(color2)*0.57735;
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
color*=brightboost;
color = min(color, 1.0);
color = color * Mask(vTexCoord * global.OutputSize.xy, color);
color = pow(color, vec3(gamma_out, gamma_out, gamma_out));
float l = length(color);
color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
// Screen edge and corner masking
// FragColor = vec4(color*corner(pos), 1.0);
FragColor = vec4(color, 1.0);
}