diff --git a/crt/crt-aperture.slangp b/crt/crt-aperture.slangp new file mode 100644 index 0000000..5c7af07 --- /dev/null +++ b/crt/crt-aperture.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/crt-aperture.slang +filter_linear0 = false +scale_type_0 = source diff --git a/crt/shaders/crt-aperture.slang b/crt/shaders/crt-aperture.slang new file mode 100644 index 0000000..5e0c5de --- /dev/null +++ b/crt/shaders/crt-aperture.slang @@ -0,0 +1,153 @@ +#version 450 + +/* + CRT Shader by EasyMode + License: GPL +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OutputSize; + uint FrameCount; + float SHARPNESS_IMAGE; + float SHARPNESS_EDGES; + float GLOW_WIDTH; + float GLOW_HEIGHT; + float GLOW_HALATION; + float GLOW_DIFFUSION; + float MASK_COLORS; + float MASK_STRENGTH; + float MASK_SIZE; + float SCANLINE_SIZE_MIN; + float SCANLINE_SIZE_MAX; + float GAMMA_INPUT; + float GAMMA_OUTPUT; + float BRIGHTNESS; +} params; + +#pragma parameter SHARPNESS_IMAGE "Sharpness Image" 1.0 1.0 5.0 1.0 +#pragma parameter SHARPNESS_EDGES "Sharpness Edges" 3.0 1.0 5.0 1.0 +#pragma parameter GLOW_WIDTH "Glow Width" 0.5 0.05 0.65 0.05 +#pragma parameter GLOW_HEIGHT "Glow Height" 0.5 0.05 0.65 0.05 +#pragma parameter GLOW_HALATION "Glow Halation" 0.1 0.0 1.0 0.01 +#pragma parameter GLOW_DIFFUSION "Glow Diffusion" 0.05 0.0 1.0 0.01 +#pragma parameter MASK_COLORS "Mask Colors" 2.0 2.0 3.0 1.0 +#pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.05 +#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 9.0 1.0 +#pragma parameter SCANLINE_SIZE_MIN "Scanline Size Min." 0.5 0.5 1.5 0.05 +#pragma parameter SCANLINE_SIZE_MAX "Scanline Size Max." 1.5 0.5 1.5 0.05 +#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.1 +#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.4 1.0 5.0 0.1 +#pragma parameter BRIGHTNESS "Brightness" 1.5 0.0 2.0 0.05 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define FIX(c) max(abs(c), 1e-5) +#define PI 3.141592653589 +#define TEX2D(c) pow(texture(tex, c).rgb, vec3(params.GAMMA_INPUT)) +#define saturate(c) clamp(c, 0.0, 1.0) + +mat3x3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) +{ + return mat3x3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx)); +} + +vec3 blur(mat3x3 m, float dist, float rad) +{ + vec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad; + vec3 w = exp2(x * x * -1.0); + + return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z); +} + +vec3 filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size) +{ + vec2 dx = vec2(1.0 / tex_size.x, 0.0); + vec2 dy = vec2(0.0, 1.0 / tex_size.y); + vec2 pix_co = co * tex_size; + vec2 tex_co = (floor(pix_co) + 0.5) / tex_size; + vec2 dist = (fract(pix_co) - 0.5) * -1.0; + + mat3x3 line0 = get_color_matrix(tex, tex_co - dy, dx); + mat3x3 line1 = get_color_matrix(tex, tex_co, dx); + mat3x3 line2 = get_color_matrix(tex, tex_co + dy, dx); + mat3x3 column = mat3x3(blur(line0, dist.x, params.GLOW_WIDTH), + blur(line1, dist.x, params.GLOW_WIDTH), + blur(line2, dist.x, params.GLOW_WIDTH)); + + return blur(column, dist.y, params.GLOW_HEIGHT); +} + +vec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp) +{ + tex_size.x *= sharp; + + vec2 dx = vec2(1.0 / tex_size.x, 0.0); + vec2 pix_co = co * tex_size - vec2(0.5, 0.0); + vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.0)) / tex_size; + vec2 dist = fract(pix_co); + vec4 coef = PI * vec4(dist.x + 1.0, dist.x, dist.x - 1.0, dist.x - 2.0); + + coef = FIX(coef); + coef = 2.0 * sin(coef) * sin(coef / 2.0) / (coef * coef); + coef /= dot(coef, vec4(1.0)); + + vec4 col1 = vec4(TEX2D(tex_co), 1.0); + vec4 col2 = vec4(TEX2D(tex_co + dx), 1.0); + + return (mat4x4(col1, col1, col2, col2) * coef).rgb; +} + +vec3 get_scanline_weight(float x, vec3 col) +{ + vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), col); + vec3 x_mul = 2.0 / beam; + vec3 x_offset = x_mul * 0.5; + + return smoothstep(0.0, 1.0, 1.0 - abs(x * x_mul - x_offset)) * x_offset; +} + +vec3 get_mask_weight(float x) +{ + float i = mod(floor(x * params.OutputSize.x * params.SourceSize.x / (params.SourceSize.x * params.MASK_SIZE)), params.MASK_COLORS); + + if (i == 0.0) return mix(vec3(1.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), params.MASK_COLORS - 2.0); + else if (i == 1.0) return vec3(0.0, 1.0, 0.0); + else return vec3(0.0, 0.0, 1.0); +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec3 col_glow = filter_gaussian(Source, vTexCoord, params.SourceSize.xy); + vec3 col_soft = filter_lanczos(Source, vTexCoord, params.SourceSize.xy, params.SHARPNESS_IMAGE); + vec3 col_sharp = filter_lanczos(Source, vTexCoord, params.SourceSize.xy, params.SHARPNESS_EDGES); + vec3 col = sqrt(col_sharp * col_soft); + + col *= get_scanline_weight(fract(vTexCoord.y * params.SourceSize.y), col_soft); + col_glow = saturate(col_glow - col); + col += col_glow * col_glow * params.GLOW_HALATION; + col = mix(col, col * get_mask_weight(vTexCoord.x) * params.MASK_COLORS, params.MASK_STRENGTH); + col += col_glow * params.GLOW_DIFFUSION; + col = pow(col * params.BRIGHTNESS, vec3(1.0 / params.GAMMA_OUTPUT)); + FragColor = vec4(col, 1.0); +} \ No newline at end of file