From 68577a2af7c4c65429130be0de26e6178a6e519f Mon Sep 17 00:00:00 2001 From: hunterk Date: Wed, 6 Jun 2018 13:02:53 -0500 Subject: [PATCH] add crt-hyllian-3d shader and preset --- crt/crt-hyllian-3d.slangp | 5 + crt/shaders/crt-hyllian-3d.slang | 207 +++++++++++++++++++++++++++++++ 2 files changed, 212 insertions(+) create mode 100644 crt/crt-hyllian-3d.slangp create mode 100644 crt/shaders/crt-hyllian-3d.slang diff --git a/crt/crt-hyllian-3d.slangp b/crt/crt-hyllian-3d.slangp new file mode 100644 index 0000000..ed73a07 --- /dev/null +++ b/crt/crt-hyllian-3d.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/crt-hyllian-3d.slang +filter_linear0 = true +scale_type0 = source diff --git a/crt/shaders/crt-hyllian-3d.slang b/crt/shaders/crt-hyllian-3d.slang new file mode 100644 index 0000000..c52bea9 --- /dev/null +++ b/crt/shaders/crt-hyllian-3d.slang @@ -0,0 +1,207 @@ +#version 450 + +/* + Hyllian's CRT Shader + + Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CRT_MULRES_X; + float CRT_MULRES_Y; + float PHOSPHOR; + float InputGamma; + float OutputGamma; + float SHARPNESS; + float COLOR_BOOST; + float RED_BOOST; + float GREEN_BOOST; + float BLUE_BOOST; + float SCANLINES_STRENGTH; + float BEAM_MIN_WIDTH; + float BEAM_MAX_WIDTH; + float CRT_ANTI_RINGING; +} params; + +#pragma parameter CRT_MULRES_X "CRT - Internal X Res Multiplier" 2.0 1.0 8.0 1.0 +#pragma parameter CRT_MULRES_Y "CRT - Internal Y Res Multiplier" 2.0 1.0 8.0 1.0 +#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0 +#pragma parameter InputGamma "CRT - Input gamma" 2.4 0.0 5.0 0.1 +#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1 +#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0 +#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05 +#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01 +#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01 +#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01 +#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.72 0.0 1.0 0.02 +#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02 +#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02 +#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1 + +#define CRT_MULRES_X params.CRT_MULRES_X +#define CRT_MULRES_Y params.CRT_MULRES_Y +#define PHOSPHOR params.PHOSPHOR +#define InputGamma params.InputGamma +#define OutputGamma params.OutputGamma +#define SHARPNESS params.SHARPNESS +#define COLOR_BOOST params.COLOR_BOOST +#define RED_BOOST params.RED_BOOST +#define GREEN_BOOST params.GREEN_BOOST +#define BLUE_BOOST params.BLUE_BOOST +#define SCANLINES_STRENGTH params.SCANLINES_STRENGTH +#define BEAM_MIN_WIDTH params.BEAM_MIN_WIDTH +#define BEAM_MAX_WIDTH params.BEAM_MAX_WIDTH +#define CRT_ANTI_RINGING params.CRT_ANTI_RINGING + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define mul(a,b) (b*a) +#define GAMMA_IN(color) pow(color, vec4(InputGamma, InputGamma, InputGamma, InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) + +// Horizontal cubic filter. + +// Some known filters use these values: + +// B = 0.0, C = 0.0 => Hermite cubic filter. +// B = 1.0, C = 0.0 => Cubic B-Spline filter. +// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader. +// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter. +// B = 0.3782, C = 0.3109 => Robidoux filter. +// B = 0.2620, C = 0.3690 => Robidoux Sharp filter. +// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian). + + +// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif + +// Change these params to configure the horizontal filter. +const float B = 0.0; +const float C = 0.5; + +mat4 invX = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0, + (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0, + -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0, + (B + 6.0*C)/6.0, -C, 0.0, 0.0); + +const vec3 dtt = vec3(65536.0,255.0,1.0); + +float reduce(vec3 A) +{ + return dot(A, dtt); +} + +vec4 crt_hyllian_3d(vec2 texture_size, vec2 video_size, vec2 output_size, vec2 texCoord, sampler2D s_p) +{ + vec2 TexSize = vec2(SHARPNESS*texture_size.x, texture_size.y)/vec2(CRT_MULRES_X, CRT_MULRES_Y); + + vec3 color; + vec2 dx = vec2(1.0/TexSize.x, 0.0); + vec2 dy = vec2(0.0, 1.0/TexSize.y); + vec2 pix_coord = texCoord*TexSize+vec2(-0.5,0.5); + + vec2 tc = (floor(pix_coord)+vec2(0.5,0.5))/TexSize; + + vec2 fp = fract(pix_coord); + + vec4 c00 = GAMMA_IN(texture(s_p, tc - dx - dy)); + vec4 c01 = GAMMA_IN(texture(s_p, tc - dy)); + vec4 c02 = GAMMA_IN(texture(s_p, tc + dx - dy)); + vec4 c03 = GAMMA_IN(texture(s_p, tc + 2.0*dx - dy)); + vec4 c10 = GAMMA_IN(texture(s_p, tc - dx)); + vec4 c11 = GAMMA_IN(texture(s_p, tc )); + vec4 c12 = GAMMA_IN(texture(s_p, tc + dx)); + vec4 c13 = GAMMA_IN(texture(s_p, tc + 2.0*dx)); + + // Get min/max samples + vec4 min_sample = min(min(c01,c11), min(c02,c12)); + vec4 max_sample = max(max(c01,c11), max(c02,c12)); + + mat4 color_matrix0 = mat4(c00, c01, c02, c03); + mat4 color_matrix1 = mat4(c10, c11, c12, c13); + + vec4 invX_Px = mul(invX, vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0)); + vec4 color0 = mul(invX_Px, color_matrix0); + vec4 color1 = mul(invX_Px, color_matrix1); + + // Anti-ringing + vec4 aux = color0; + color0 = clamp(color0, min_sample, max_sample); + color0 = mix(aux, color0, CRT_ANTI_RINGING); + aux = color1; + color1 = clamp(color1, min_sample, max_sample); + color1 = mix(aux, color1, CRT_ANTI_RINGING); + + float pos0 = fp.y; + float pos1 = 1.0 - fp.y; + + vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH, BEAM_MIN_WIDTH, BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH, BEAM_MAX_WIDTH, BEAM_MAX_WIDTH), color0.xyz); + vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH, BEAM_MIN_WIDTH, BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH, BEAM_MAX_WIDTH, BEAM_MAX_WIDTH), color1.xyz); + + vec3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0); + vec3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0); + + d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0); + d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1); + + color = clamp(color0.xyz*d0+color1.xyz*d1, 0.0, 1.0); + + color *= COLOR_BOOST*vec3(RED_BOOST, GREEN_BOOST, BLUE_BOOST); + + float mod_factor = texCoord.x * output_size.x * texture_size.x / video_size.x; + + vec3 dotMaskWeights = mix( + vec3(1.0, 0.7, 1.0), + vec3(0.7, 1.0, 0.7), + floor(mod(mod_factor, 2.0)) + ); + + color.rgb *= mix(vec3(1.0, 1.0, 1.0), dotMaskWeights, PHOSPHOR); + + color = GAMMA_OUT(color); + + return vec4(color, 1.0); +} + +void main() +{ + FragColor = crt_hyllian_3d(params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, vTexCoord.xy, Source); +}