From 8b299c5a89d06e981a4423bed793acf442d0fe46 Mon Sep 17 00:00:00 2001 From: metallic77 <43163462+metallic77@users.noreply.github.com> Date: Wed, 26 Apr 2023 22:36:59 +0300 Subject: [PATCH] fake crt-geom speed-up Removed unwanted code, simplified, added speed-up option. Gained 10% speed-up on normal operation and 30% on speed-up option enabled. --- crt/shaders/fake-crt-geom.slang | 138 ++++++++++++++++---------------- 1 file changed, 67 insertions(+), 71 deletions(-) diff --git a/crt/shaders/fake-crt-geom.slang b/crt/shaders/fake-crt-geom.slang index 875dfe2..2f1c3bc 100644 --- a/crt/shaders/fake-crt-geom.slang +++ b/crt/shaders/fake-crt-geom.slang @@ -9,54 +9,45 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float SCANLINE_BASE_BRIGHTNESS; - float SCANLINE_SINE_COMP_A; - float SCANLINE_SINE_COMP_B; + float SCANLINE; float warpX; float warpY; float corner_round; float cgwg; - float crt_gamma; - float monitor_gamma; float boost; + float SHARPNESS; + float SPEEDUP; } params; // Parameter lines go here: -#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05 -#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B - -#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01 +#pragma parameter warpX "warpX" 0.02 0.0 0.125 0.01 #define warpX params.warpX -#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01 +#pragma parameter warpY "warpY" 0.04 0.0 0.125 0.01 #define warpY params.warpY #pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 #define corner_round params.corner_round -#pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1 +#pragma parameter SHARPNESS "Blurriness" 0.5 0.0 0.5 0.01 +#define SHARPNESS params.SHARPNESS + +#pragma parameter SCANLINE "Scanline Intensity" 0.60 0.0 1.0 0.05 +#define SCANLINE params.SCANLINE + +#pragma parameter cgwg "CGWG mask brightness " 0.6 0.0 1.0 0.1 #define cgwg params.cgwg -#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05 -#define crt_gamma params.crt_gamma - -#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05 -#define monitor_gamma params.monitor_gamma - #pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02 #define boost params.boost -#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01 -#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A - -#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 -#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS - - - - - +#pragma parameter SPEEDUP "Speed-up. Warp,Gamma,Corner disabled" 0.0 0.0 1.0 1.0 +#define SPEEDUP params.SPEEDUP +#define pi 3.141592654 +#define in_gamma vec3(2.4) +#define out_gamma vec3(1.0 / 2.25) + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -66,15 +57,21 @@ 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 float omega; +layout(location = 2) out vec2 pix; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; + omega = pi * params.SourceSize.y * 2.0; + pix = vec2(1.0, params.SourceSize.z/params.SourceSize.zw); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float omega; +layout(location = 2) in vec2 pix; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; @@ -83,85 +80,84 @@ layout(set = 0, binding = 1) uniform sampler2D Source; vec2 Warp(vec2 pos) { - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); + pos = 2.0*pos - 1.0; + pos *= vec2(1.0 + (pos.y*pos.y) * warpX, + 1.0 + (pos.x*pos.x) * warpY); return pos*0.5 + 0.5; } -vec4 scanline(vec2 coord, vec4 frame) +vec3 scanline(float y, vec3 frame) { + vec3 scanline = frame*( 1.0 + SCANLINE*sin(y*omega)); - vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); - vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B); - vec3 res = frame.xyz; - - vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); - - return vec4(scanline.x, scanline.y, scanline.z, 1.0); + return scanline; } float corner(vec2 coord) { coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw); - vec2 cdist = vec2(corner_round); + coord = min(coord, vec2(1.0)-coord) * pix; + vec2 cdist = vec2(corner_round); coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*300.0,0.0, 1.0); + float dist = sqrt(dot(coord,coord)); + + return clamp( (cdist.x-dist)*300.0, 0.0, 1.0); } // mask calculation - // cgwg mask. - vec4 Mask(vec2 pos) + vec3 Mask(float pos) { vec3 mask = vec3(1.0); - { - float mf = floor(mod(pos.x,2.0)); - float mc = 1.0 - cgwg; - if (mf == 0.0) { mask.g = mc; } - else { mask.r = mc; mask.b = mc; }; - } - return vec4(mask, 1.0); + + float mf = fract(pos*0.5); + if (mf <0.5) mask.g = cgwg; + else { mask.r = cgwg; mask.b = cgwg; }; + + return mask; } /////////////////////////////////////////////////////////////////// void main() -{ - vec2 pos = Warp(vTexCoord.xy); +{ + vec2 pos; + if (SPEEDUP == 0.0 ) + pos = Warp(vTexCoord.xy); + else pos = vTexCoord; //borrowed from CRT-Pi - vec2 OGL2Pos = pos * params.SourceSize.xy; - vec2 pC4 = floor(OGL2Pos) + 0.5; - vec2 coord = pC4 / params.SourceSize.xy; - vec2 deltas = OGL2Pos - pC4; - vec2 signs = sign(deltas); + vec2 OGL2Pos = pos * params.SourceSize.xy; + vec2 pC4 = floor(OGL2Pos) + 0.5; + vec2 coord = pC4 / params.SourceSize.xy; + vec2 deltas = OGL2Pos - pC4; + vec2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; - deltas.x *= 0.5; + deltas.x *= SHARPNESS; deltas.y *= 8.0; deltas /= params.SourceSize.xy; deltas *= signs; - vec2 tc = coord + deltas; + vec2 tc = coord + deltas; + vec3 res = texture(Source, tc).rgb; // mask effects look bad unless applied in linear gamma space - vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0); - vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0); - vec4 res = texture(Source, tc); - - res=pow(res,in_gamma); + float lum = max(max(res.r,res.b),res.b); + if (SPEEDUP == 0.0) res = pow(res,in_gamma); else res *= mix(0.82,1.05,lum); + + if (boost != 1.0) res *= mix(1.0,boost,lum); - // apply the mask; looks bad with vert scanlines so make them mutually exclusive - res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001); +// apply the mask; + res *= Mask(vTexCoord.x * params.OutputSize.x * 1.0001); - // re-apply the gamma curve for the mask path - vec4 color = pow(scanline(pos, res), out_gamma); - float lum = color.r*0.3+color.g*0.6+color.b*0.1; - color*= mix(1.0,boost,lum); - FragColor = color*corner(tc); +// re-apply the gamma curve for the mask path + vec3 color = scanline(pos.y, res); + if (SPEEDUP == 0.0) color = pow( color, out_gamma); else color; + if (SPEEDUP == 0.0 ) color = color*corner(tc); + + FragColor = vec4(color,1.0) ; }