switch to torridgristle's curvature, add dotmask to ewa

This commit is contained in:
hunterk 2019-06-12 22:56:55 -05:00
parent f281a47e5c
commit 7832403004

View file

@ -13,10 +13,22 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float distortion;
float warpX, warpY;
float DOTMASK_STRENGTH;
float maskDark;
float maskLight;
float shadowMask;
} params;
#pragma parameter distortion "EWA Curvature" 0.15 0.0 1.0 0.01
#pragma parameter warpX "EWA Curvature X-Axis" 0.031 0.0 0.125 0.01
#pragma parameter warpY "EWA Curvature Y-Axis" 0.041 0.0 0.125 0.01
vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
#pragma parameter shadowMask "Mask Style" 3.0 -1.0 5.0 1.0
#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#define mod_factor vTexCoord.x * params.SourceSize.x * params.OutputSize.x / params.SourceSize.x
layout(std140, set = 0, binding = 0) uniform UBO
{
@ -185,13 +197,122 @@ vec4 texture2DEWA(sampler2D tex, vec2 coords){
}
vec2 radialDistortion(vec2 coord) {
vec2 cc = coord - vec2(0.5);
float dist = dot(cc, cc) * params.distortion;
return coord + cc * (1.0 - dist) * dist;
vec2 Warp(vec2 texCoord){
vec2 curvedCoords = texCoord * 2.0 - 1.0;
float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
curvedCoords = curvedCoords / curvedCoordsDistance;
curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
curvedCoords = curvedCoords * 0.5 + 0.5;
return curvedCoords;
}
// Lottes' public domain mask code
// Shadow mask.
vec3 Mask(vec2 pos){
vec3 mask=vec3(params.maskDark,params.maskDark,params.maskDark);
// Very compressed TV style shadow mask.
if (params.shadowMask == 1.0) {
float line=params.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=params.maskDark;
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
mask*=line;
}
// Aperture-grille.
else if (params.shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (params.shadowMask == 3.0) {
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
// VGA style shadow mask.
else if (params.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=params.maskLight;
else if(pos.x<0.666)mask.g=params.maskLight;
else mask.b=params.maskLight;
}
return mask;
}
// torridgristle's shadowmask code
const float Pi = 3.1415926536;
vec3 SinPhosphor(vec3 image)
{
float MaskR = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskG = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
float MaskB = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
vec3 Mask = vec3(MaskR,MaskG,MaskB);
Mask = min(Mask*2.0,1.0);
return vec3(Mask * image);
}
// cgwg's aperture grille
vec3 cgwg_mask(vec3 image)
{
float mask = 1.0 - params.DOTMASK_STRENGTH;
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
vec3(mask, 1.0, mask),
floor(mod(mod_factor, 2.0)));
return image * dotMaskWeights;
}
void main()
{
FragColor = texture2DEWA(SourceImage,radialDistortion(vTexCoord));
FragColor = texture2DEWA(SourceImage, Warp(vTexCoord));
if(params.shadowMask < -0.5)
return;
else
{
if (params.shadowMask == 0.0)
{
FragColor.rgb = cgwg_mask(FragColor.rgb);
FragColor = vec4(FragColor.rgb, 1.0);
return;
}
else if (params.shadowMask == 5.0)
{
FragColor.rgb *= SinPhosphor(FragColor.rgb);
}
else
{
// Lottes mask needs linear gamma
FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
FragColor.rgb *= Mask(floor(1.000001 * vTexCoord.xy * params.OutputSize.xy + vec2(0.5)));
}
FragColor = vec4(pow(FragColor.rgb, vec3(1.0/2.2)), 1.0);
}
}