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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
some formatting cleanups and add torridgristle's mask to dotmask
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@ -2,10 +2,10 @@
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/*
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/*
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Dot Mask
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Dot Mask
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Authors: cgwg, Timothy Lottes
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Authors: cgwg, Timothy Lottes, torridgristle
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License: GPL
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License: GPL
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Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
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Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes plus torridgristle's mask.
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*/
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -23,7 +23,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter shadowMask "Mask Style" 3.0 0.0 4.0 1.0
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#pragma parameter shadowMask "Mask Style" 3.0 0.0 5.0 1.0
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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@ -43,6 +43,7 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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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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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Lottes' public domain mask code
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// Shadow mask.
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(global.maskDark,global.maskDark,global.maskDark);
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vec3 mask=vec3(global.maskDark,global.maskDark,global.maskDark);
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@ -91,24 +92,55 @@ vec3 Mask(vec2 pos){
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else mask.b=global.maskLight;
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else mask.b=global.maskLight;
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}
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}
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return mask;}
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return mask;
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}
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// torridgristle's shadowmask code
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const float Pi = 3.1415926536;
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vec3 SinPhosphor(vec3 image)
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{
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float MaskR = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
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float MaskG = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
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float MaskB = sin(global.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*global.OutputSize.y*Pi*0.5)*0.5+0.5;
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vec3 Mask = vec3(MaskR,MaskG,MaskB);
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Mask = min(Mask*2.0,1.0);
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return vec3(Mask * image);
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}
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// cgwg's aperture grille
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vec3 cgwg_mask(vec3 image)
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{
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float mask = 1.0 - global.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 image * dotMaskWeights;
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}
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void main()
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void main()
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{
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{
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vec3 res = pow(texture(Source, vTexCoord).rgb, vec3(2.2));
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vec3 res = texture(Source, vTexCoord).rgb;
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float mask = 1.0 - global.DOTMASK_STRENGTH;
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if (global.shadowMask == 0.0)
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{
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//cgwg's dotmask emulation:
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res = cgwg_mask(res);
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//Output pixels are alternately tinted green and magenta
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FragColor = vec4(res, 1.0);
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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return;
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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if (global.shadowMask == 0) {
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res *= dotMaskWeights;
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}
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else {
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res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
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}
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}
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else if (global.shadowMask == 5.0)
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{
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res *= SinPhosphor(res);
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}
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else
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{
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// Lottes mask needs linear gamma
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res = pow(res, vec3(2.2));
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res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5)));
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}
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FragColor = vec4(pow(res, vec3(1.0/2.2)), 1.0);
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FragColor = vec4(pow(res, vec3(1.0/2.2)), 1.0);
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}
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}
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