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https://github.com/italicsjenga/slang-shaders.git
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switch to torridgristle's curvature, add dotmask to ewa
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f281a47e5c
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@ -13,10 +13,22 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float distortion;
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float warpX, warpY;
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float DOTMASK_STRENGTH;
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float maskDark;
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float maskLight;
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float shadowMask;
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} params;
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#pragma parameter distortion "EWA Curvature" 0.15 0.0 1.0 0.01
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#pragma parameter warpX "EWA Curvature X-Axis" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "EWA Curvature Y-Axis" 0.041 0.0 0.125 0.01
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vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
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#pragma parameter shadowMask "Mask Style" 3.0 -1.0 5.0 1.0
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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 maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define mod_factor vTexCoord.x * params.SourceSize.x * params.OutputSize.x / params.SourceSize.x
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -185,13 +197,122 @@ vec4 texture2DEWA(sampler2D tex, vec2 coords){
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}
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vec2 radialDistortion(vec2 coord) {
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vec2 cc = coord - vec2(0.5);
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float dist = dot(cc, cc) * params.distortion;
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return coord + cc * (1.0 - dist) * dist;
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vec2 Warp(vec2 texCoord){
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vec2 curvedCoords = texCoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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// Lottes' public domain mask code
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(params.maskDark,params.maskDark,params.maskDark);
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// Very compressed TV style shadow mask.
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if (params.shadowMask == 1.0) {
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float line=params.maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=params.maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=params.maskLight;
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else if(pos.x<0.666)mask.g=params.maskLight;
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else mask.b=params.maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (params.shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=params.maskLight;
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else if(pos.x<0.666)mask.g=params.maskLight;
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else mask.b=params.maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (params.shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=params.maskLight;
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else if(pos.x<0.666)mask.g=params.maskLight;
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else mask.b=params.maskLight;
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}
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// VGA style shadow mask.
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else if (params.shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=params.maskLight;
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else if(pos.x<0.666)mask.g=params.maskLight;
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else mask.b=params.maskLight;
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}
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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(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5;
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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;
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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;
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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 - params.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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{
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FragColor = texture2DEWA(SourceImage,radialDistortion(vTexCoord));
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FragColor = texture2DEWA(SourceImage, Warp(vTexCoord));
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if(params.shadowMask < -0.5)
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return;
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else
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{
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if (params.shadowMask == 0.0)
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{
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FragColor.rgb = cgwg_mask(FragColor.rgb);
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FragColor = vec4(FragColor.rgb, 1.0);
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return;
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}
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else if (params.shadowMask == 5.0)
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{
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FragColor.rgb *= SinPhosphor(FragColor.rgb);
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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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FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
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FragColor.rgb *= Mask(floor(1.000001 * vTexCoord.xy * params.OutputSize.xy + vec2(0.5)));
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}
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FragColor = vec4(pow(FragColor.rgb, vec3(1.0/2.2)), 1.0);
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}
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}
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