diff --git a/border/shaders/bigblur.slang b/border/shaders/bigblur.slang index a8cf717..820bc05 100644 --- a/border/shaders/bigblur.slang +++ b/border/shaders/bigblur.slang @@ -9,28 +9,36 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 SourceSize; uint FrameCount; - float box_scale; - float location_x; - float location_y; - float in_res_x; - float in_res_y; - float border_on_top; + float aspect_x; + float aspect_y; + float border_zoom; + float BRIGHTNESS; + float integer_scale; + float overscale; + float scanline_toggle; + float interp_toggle; + float THICKNESS; + float DARKNESS; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; } params; -#pragma parameter box_scale "Image Scale" 4.0 1.0 10.0 1.0 -#pragma parameter location_x "Viewport X Pos." 0.5 0.0 1.0 0.05 -#pragma parameter location_y "Viewport Y Pos." 0.5 0.0 1.0 0.05 -#pragma parameter in_res_x "Viewport Size X" 320.0 100.0 600.0 1.0 -#pragma parameter in_res_y "Viewport Size Y" 240.0 64.0 512.0 1.0 -#pragma parameter border_on_top "Show Viewport" 1.0 0.0 1.0 1.0 -#pragma parameter OS_MASK_TOP "OS Mask Top" 0.0 0.0 1.0 0.01 -#pragma parameter OS_MASK_BOTTOM "OS Mask Bottom" 0.0 0.0 1.0 0.01 -#pragma parameter OS_MASK_LEFT "OS Mask Left" 0.0 0.0 1.0 0.01 -#pragma parameter OS_MASK_RIGHT "OS Mask Right" 0.0 0.0 1.0 0.01 +#pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0 +#pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0 +#pragma parameter border_zoom "Border Zoom" 1.5 0.5 10 0.5 +#pragma parameter BRIGHTNESS "Border Brightness Mod" 0.0 -1.0 1.0 0.05 +#pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0 +#pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0 +#pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0 +#pragma parameter THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0 +#pragma parameter DARKNESS "Scanline Darkness" 0.35 0.0 1.0 0.05 +#pragma parameter OS_MASK_TOP "OS Mask Top" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_BOTTOM "OS Mask Bottom" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_LEFT "OS Mask Left" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_RIGHT "OS Mask Right" 0.0 0.0 1.0 0.005 layout(std140, set = 0, binding = 0) uniform UBO { @@ -41,33 +49,74 @@ layout(std140, set = 0, binding = 0) uniform UBO layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 screen_coord; +layout(location = 1) out vec2 tex_border; void main() { - gl_Position = global.MVP * Position; - vec2 corrected_size = vec2(params.in_res_x, params.in_res_y); - vec2 scale = (params.OutputSize.xy / corrected_size) / params.box_scale; - vec2 middle = vec2(params.location_x, params.location_y); - vec2 diff = TexCoord.xy - middle; - screen_coord = middle + diff * scale; - middle = vec2(0.4999, 0.4999); - vec2 dist = vTexCoord - middle; - vTexCoord = TexCoord * 0.25 * vec2(1.35, 1.0); + gl_Position = global.MVP * Position; + vec2 out_res = params.OutputSize.xy; + vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0) + * vec2(params.SourceSize.y / params.SourceSize.x, 1.0); + float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y / + params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y; + vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale; + vec2 middle = vec2(0.49999, 0.49999); + vec2 diff = TexCoord.xy - middle; + vTexCoord = middle + diff * scale; + vec2 zoom_coord = (((vTexCoord.xy - middle) / params.border_zoom) * vec2(params.OutputSize.x / params.OutputSize.y, 1.0) + / vec2(params.aspect_x / params.aspect_y, 1.0)) + middle; + tex_border = zoom_coord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 screen_coord; +layout(location = 1) in vec2 tex_border; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D Reference; +vec4 scanlines(vec4 frame, vec2 coord, vec2 texture_size, vec2 + video_size, vec2 output_size) +{ + float lines = fract(coord.y * texture_size.y); + float scale_factor = floor((output_size.y / video_size.y) + 0.4999); + float lightness = 1.0 - params.DARKNESS; + return (params.scanline_toggle > 0.5 && (lines < (1.0 / scale_factor * params.THICKNESS))) + ? frame * vec4(lightness, lightness, lightness, lightness) : frame; +} + +vec2 interp_coord(vec2 coord, vec2 texture_size) +{ + vec2 p = coord.xy; + p = p * texture_size.xy + vec2(0.5, 0.5); + vec2 i = floor(p); + vec2 f = p - i; + // Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression! + f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0)); + p = i + f; + p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size; + return p; +} + +vec4 border(vec2 texture_size, vec2 video_size, vec2 output_size, + float frame_count, vec2 tex, sampler2D decal, vec2 tex_border, sampler2D ORIG) +{ + vec4 effect = texture(decal, tex_border); + effect += vec4(vec3(params.BRIGHTNESS), effect.w); + + vec2 coord = (params.interp_toggle < 0.5) ? tex : interp_coord(tex, texture_size); + vec4 frame = texture(ORIG, coord); + frame = scanlines(frame, tex, texture_size, video_size, output_size); + vec2 fragcoord = (coord.xy); + if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT && + fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP) + return frame; + + else return effect; +} + void main() { -vec4 screen = texture(Reference, screen_coord); //the main video screen -vec4 background = texture(Source, vTexCoord + vec2(0.33, 0.40)); //put your background function's output here -if ( screen_coord.x < 0.9999 - params.OS_MASK_RIGHT && screen_coord.x > 0.0001 + params.OS_MASK_LEFT && screen_coord.y < 0.9999 - params.OS_MASK_BOTTOM && screen_coord.y > 0.0001 + params.OS_MASK_TOP && params.border_on_top > 0.5 ) -background.a *= 0.0; - FragColor = vec4(mix(screen, background, background.a)); + FragColor = border(params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, + float(params.FrameCount), vTexCoord, Source, tex_border, Reference); } \ No newline at end of file