add curvature and moire compensation to crtglow

This commit is contained in:
hunterk 2018-06-06 16:17:10 -05:00
parent 68577a2af7
commit 8f26d985e6

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@ -1,54 +1,313 @@
#version 450
// Original bits by Themaister
// Moire mitigation bits by Timothy Lottes, added by hunterk
layout(push_constant) uniform Push
{
float BLOOM_STRENGTH;
float OUTPUT_GAMMA;
float BLOOM_STRENGTH;
float OUTPUT_GAMMA;
float CURVATURE;
float moire_mitigation;
float warpX;
float warpY;
float shadowMask;
float maskDark;
float maskLight;
} param;
#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
#pragma parameter CURVATURE "Curvature" 0.0 0.0 1.0 1.0
#pragma parameter moire_mitigation "Moire:Noise Tradeoff" 4.0 1.0 10.0 1.0
#pragma parameter warpX "Curvature X-Axis" 0.031 0.0 0.125 0.01
#pragma parameter warpY "Curvature Y-Axis" 0.041 0.0 0.125 0.01
#pragma parameter shadowMask "Mask Effect" 0.0 0.0 4.0 1.0
#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
#define iTime mod(float(global.FrameCount) / 60.0, 600.0)
#define fragCoord (vTexCoord.xy * global.OutputSize.xy)
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 CRTPassSize;
vec4 CRTPassSize;
uint FrameCount;
} global;
#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 = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D CRTPass;
// For debugging
#define BLOOM_ONLY 0
#define CRT_PASS CRTPass
// Convert from linear to sRGB.
//float Srgb(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));}
// Convert from sRGB to linear.
//float Linear(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
float Linear(float c){return pow(c, 2.2);}
//
// Semi-Poor Quality Temporal Noise
//
// Base.
// Ripped ad modified from: https://www.shadertoy.com/view/4djSRW
float Noise(vec2 p,float x){p+=x;
vec3 p3=fract(vec3(p.xyx)*10.1031);
p3+=dot(p3,p3.yzx+19.19);
return (fract((p3.x+p3.y)*p3.z)*2.0-1.0) / pow(2.0, 11.0 - param.moire_mitigation);}
// Step 1 in generation of the dither source texture.
float Noise1(vec2 uv,float n){
float a=1.0,b=2.0,c=-12.0,t=1.0;
return (1.0/max(a*4.0+b*4.0,-c))*(
Noise(uv+vec2(-1.0,-1.0)*t,n)*a+
Noise(uv+vec2( 0.0,-1.0)*t,n)*b+
Noise(uv+vec2( 1.0,-1.0)*t,n)*a+
Noise(uv+vec2(-1.0, 0.0)*t,n)*b+
Noise(uv+vec2( 0.0, 0.0)*t,n)*c+
Noise(uv+vec2( 1.0, 0.0)*t,n)*b+
Noise(uv+vec2(-1.0, 1.0)*t,n)*a+
Noise(uv+vec2( 0.0, 1.0)*t,n)*b+
Noise(uv+vec2( 1.0, 1.0)*t,n)*a+
0.0);}
// Step 2 in generation of the dither source texture.
float Noise2(vec2 uv,float n){
float a=1.0,b=2.0,c=-2.0,t=1.0;
return (1.0/(a*4.0+b*4.0))*(
Noise1(uv+vec2(-1.0,-1.0)*t,n)*a+
Noise1(uv+vec2( 0.0,-1.0)*t,n)*b+
Noise1(uv+vec2( 1.0,-1.0)*t,n)*a+
Noise1(uv+vec2(-1.0, 0.0)*t,n)*b+
Noise1(uv+vec2( 0.0, 0.0)*t,n)*c+
Noise1(uv+vec2( 1.0, 0.0)*t,n)*b+
Noise1(uv+vec2(-1.0, 1.0)*t,n)*a+
Noise1(uv+vec2( 0.0, 1.0)*t,n)*b+
Noise1(uv+vec2( 1.0, 1.0)*t,n)*a+
0.0);}
// Compute temporal dither from integer pixel position uv.
float Noise3(vec2 uv){return Noise2(uv,fract(iTime));}
// Energy preserving dither, for {int pixel pos,color,amount}.
vec2 Noise4(vec2 uv,vec2 c,float a){
// Grain value {-1 to 1}.
vec2 g=vec2(Noise3(uv)*2.0);
// Step size for black in non-linear space.
float rcpStep=1.0/(256.0-1.0);
// Estimate amount negative which still quantizes to zero.
vec2 black=vec2(0.5*Linear(rcpStep));
// Estimate amount above 1.0 which still quantizes to 1.0.
vec2 white=vec2(2.0-Linear(1.0-rcpStep));
// Add grain.
return vec2(clamp(c+g*min(c+black,min(white-c,a)),0.0,1.0));}
//
// Pattern
//
// 4xMSAA pattern for quad given integer coordinates.
//
// . x . . | < pixel
// . . . x |
// x . . .
// . . x .
//
// 01
// 23
//
vec2 Quad4(vec2 pp){
int q=(int(pp.x)&1)+((int(pp.y)&1)<<1);
if(q==0)return pp+vec2( 0.25,-0.25);
if(q==1)return pp+vec2( 0.25, 0.25);
if(q==2)return pp+vec2(-0.25,-0.25);
return pp+vec2(-0.25, 0.25);}
// Rotate {0.0,r} by a {-1.0 to 1.0}.
vec2 Rot(float r,float a){return vec2(r*cos(a*3.14159),r*sin(a*3.14159));}
//
// POOR QUALITY JITTERED
//
// Jittered position.
vec2 Jit(vec2 pp){
// Start with better baseline pattern.
pp=Quad4(pp);
// Very poor quality (clumping) move in disc around pixel.
float n=Noise(pp,fract(iTime));
float m=Noise(pp,fract(iTime*0.333))*0.5+0.5;
m = sqrt(m) / 4.0;
return pp+Rot(0.707*0.5*m,n);}
//
// POOR QUALITY JITTERED 4x
//
// Gaussian filtered jittered tap.
void JitGaus4(inout vec2 sumC,inout vec2 sumW,vec2 pp,vec2 mm){
vec2 jj=Jit(pp);
vec2 c=jj;
vec2 vv=mm-jj;
float w=exp2(-1.0*dot(vv,vv));
sumC+=c*vec2(w); sumW+=vec2(w);}
// Many tap gaussian from poor quality jittered 4/sample per pixel
//
// . x x x .
// x x x x x
// x x x x x
// x x x x x
// . x x x .
//
vec2 ResolveJitGaus4(vec2 pp){
vec2 ppp=(pp);
vec2 sumC=vec2(0.0);
vec2 sumW=vec2(0.0);
JitGaus4(sumC,sumW,ppp+vec2(-1.0,-2.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 0.0,-2.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 1.0,-2.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-2.0,-1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-1.0,-1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 0.0,-1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 1.0,-1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 2.0,-1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-2.0, 0.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-1.0, 0.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 0.0, 0.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 1.0, 0.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 2.0, 0.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-2.0, 1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-1.0, 1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 0.0, 1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 1.0, 1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 2.0, 1.0),pp);
JitGaus4(sumC,sumW,ppp+vec2(-1.0, 2.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 0.0, 2.0),pp);
JitGaus4(sumC,sumW,ppp+vec2( 1.0, 2.0),pp);
return sumC/sumW;}
vec2 moire_resolve(vec2 coord){
vec2 pp = coord;
vec2 cc = vec2(0.0, 0.0);
cc = ResolveJitGaus4(pp);
cc = Noise4(pp, cc, 1.0 / 32.0);
cc = (param.CURVATURE < 0.5) ? pp : cc + vec2(0.0105, 0.015);
return cc;
}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY);
return pos*0.5 + 0.5;
}
// Shadow mask.
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark);
// Very compressed TV style shadow mask.
if (param.shadowMask == 1.0)
{
float line = param.maskLight;
float odd = 0.0;
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark;
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = param.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b = param.maskLight;
mask*=line;
}
// Aperture-grille.
else if (param.shadowMask == 2.0)
{
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = param.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b = param.maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (param.shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = param.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b = param.maskLight;
}
// VGA style shadow mask.
else if (param.shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = param.maskLight;
else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b = param.maskLight;
}
return mask;
}
void main()
{
vec2 pp = moire_resolve(vTexCoord.xy);
pp = (param.CURVATURE > 0.5) ? Warp(pp) : pp;
#if BLOOM_ONLY
vec3 source = BLOOM_STRENGTH * texture(Source, vTexCoord).rgb;
vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb;
#else
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, vTexCoord).rgb;
vec3 source = 1.15 * texture(CRT_PASS, pp).rgb;
vec3 bloom = texture(Source, pp).rgb;
source += param.BLOOM_STRENGTH * bloom;
#endif
FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0);
/* TODO/FIXME - hacky clamp fix */
if ( pp.x > 0.0106 && pp.x < 0.9999 && pp.y > 0.016 && pp.y < 0.9999)
FragColor.rgb = FragColor.rgb;
else
FragColor.rgb = vec3(0.0);
if (param.shadowMask > 0.0)
FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2));
}