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anamorphic widescreen correction shader (#160)
* anamorphic shader * Create anamorphic.slang * Update anamorphic.slang * better botton resize * Update anamorphic.slang
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anamorphic/anamorphic.slangp
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anamorphic/anamorphic.slangp
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shaders = 1
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shader0 = shaders/anamorphic.slang
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filter_linear0 = true
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anamorphic/shaders/anamorphic.slang
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anamorphic/shaders/anamorphic.slang
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#version 450
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/*
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Anamorphic v1.1b Shader 2020
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by Nerboruto
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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software and associated documentation files (the “Software”), to deal in the Software
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without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be included in all copies
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or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
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CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
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OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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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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float exc;
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float upc;
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float btc;
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float exp;
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float vuc;
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float vab;
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} params;
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#pragma parameter exc "orizontal correction hack (games where players stay at center)" 0.0 -10.0 10.0 0.5
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#pragma parameter exp "border hack (hack for 2d games extra correction prepass)" 1.0 0.0 1.0 1.0
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#pragma parameter vuc "vertical Upper resize hack (most important first pass)" 0.0 0.0 10.0 0.5
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#pragma parameter vab "vertical alf resize hack (second pass 90-85 optimal)" 1.0 0.5 1.0 0.05
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#pragma parameter upc "Upper vertical Crop" 0.0 -0.5 10.0 0.5
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#pragma parameter btc "Bottom vertical Crop" 0.0 -0.5 10.0 0.5
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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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#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 = 2) uniform sampler2D Source;
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//orizontal
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float AnamorphX(float CoordX)
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{
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if (params.exc == 0.0) return 1.0;
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float rx = length(CoordX);
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float fx = -radians(params.exc);
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return (1.0-fx)/(1.0-fx*rx);
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}
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//vertical prepass
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float AnamorphYP(float CoordY)
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{
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float ryp = length(CoordY);
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float fyp = radians(6);
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if (ryp < 0.925) return 1.0;
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return (1.0-fyp)/((1.0-(1.0-0.925)*0.1)-fyp*ryp);
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}
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//Upper vertical
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float AnamorphYU(float CoordY)
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{
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if (params.vuc == 0.0) return 1.0;
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float ryu = CoordY;
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float fyu = -radians(params.vuc*0.5);
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if (ryu > 0.0) return 1.0;
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return (1.0-fyu)/(1.0-fyu*ryu);
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}
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//alf vertical
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float AnamorphAB(float CoordY)
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{
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if (params.vab == 1.0) return 1.0;
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float rab = length(CoordY);
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float fab = radians(6);
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if (rab < params.vab) return 1.0;
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return (1.0-fab)/((1.0-(1.0-params.vab)*0.1)-fab*rab);
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}
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//orizontal border
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float AnamorphB(float CoordB)
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{
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float rb = length(CoordB);
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float fb = -radians(45);
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if (rb < 0.99) return 1.0;
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return (1.0-fb)/(1.0078125-fb*rb);
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}
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void main()
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{
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vec2 RCoord = vTexCoord * 2.0 - 1.0;
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if (params.exp == 1.0)
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{
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RCoord.x *=1.0105;
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RCoord.x *= AnamorphB(RCoord.x);
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RCoord.y *= AnamorphYP(RCoord.y);
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RCoord.y *=0.9925;
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}
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RCoord.x *= AnamorphX(RCoord.x);
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RCoord.y *= AnamorphYU(RCoord.y);
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RCoord.y *= AnamorphAB(RCoord.y);
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RCoord = RCoord * 0.5 + 0.5;
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RCoord.y = (RCoord.y+(params.upc+params.vuc)*0.01)/(1.0+(params.upc+params.btc+params.vuc)*0.01);
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vec3 res = texture(Source, RCoord).rgb;
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FragColor = vec4(res,0.0);
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}
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