diff --git a/3dfx/shaders/old/3dfx_4x1.slangp b/3dfx/shaders/old/3dfx_4x1.slangp new file mode 100644 index 0000000..229295e --- /dev/null +++ b/3dfx/shaders/old/3dfx_4x1.slangp @@ -0,0 +1,18 @@ +shaders = 6 +shader0 = 3dfx_pass_0.slang +shader1 = 3dfx_pass_1.slang +shader2 = 3dfx_pass_2.slang +shader3 = 3dfx_pass_2.slang +shader4 = 3dfx_pass_2.slang +shader5 = 3dfx_pass_2.slang + +filter_linear0 = true +filter_linear1 = true +filter_linear2 = true +filter_linear3 = true +filter_linear4 = true + +scale_type_x0 = "source" +scale_x0 = "1.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" \ No newline at end of file diff --git a/3dfx/shaders/old/3dfx_pass_0.slang b/3dfx/shaders/old/3dfx_pass_0.slang new file mode 100644 index 0000000..4216942 --- /dev/null +++ b/3dfx/shaders/old/3dfx_pass_0.slang @@ -0,0 +1,147 @@ +#version 450 + +// "LeiFX" shader - "dither" and reduction process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +// This table came from the wikipedia article about Ordered Dithering. NOT MAME. Just to clarify. +float erroredtable[16] = { + 16,4,13,1, + 8,12,5,9, + 14,2,15,3, + 6,10,7,11 +}; + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define DITHERAMOUNT 0.5f // was 0.33f +#define DITHERBIAS -1 // 0 to 16, biases the value of the dither up. - was 8 + +#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() +{ + float2 res; + float3 outcolor = tex2D(Source, vTexCoord).rgb; + res.x = params.SourceSize.x; + res.y = params.SourceSize.y; + + float2 ditheu = vTexCoord.xy * res.xy; + + ditheu.x = vTexCoord.x * res.x; + ditheu.y = vTexCoord.y * res.y; + + // Dither. Total rewrite. + // NOW, WHAT PIXEL AM I!?? + + int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4! + vec3 color; + vec3 colord; + color.r = outcolor.r * 255; + color.g = outcolor.g * 255; + color.b = outcolor.b * 255; + float yeh = 0.0; + float ohyes = 0.0; + +// for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = pow(erroredtable[yeh-15], 0.72f); + if (yeh++==ditdex) ohyes = erroredtable[0]; + else if (yeh++==ditdex) ohyes = erroredtable[1]; + else if (yeh++==ditdex) ohyes = erroredtable[2]; + else if (yeh++==ditdex) ohyes = erroredtable[3]; + else if (yeh++==ditdex) ohyes = erroredtable[4]; + else if (yeh++==ditdex) ohyes = erroredtable[5]; + else if (yeh++==ditdex) ohyes = erroredtable[6]; + else if (yeh++==ditdex) ohyes = erroredtable[7]; + else if (yeh++==ditdex) ohyes = erroredtable[8]; + else if (yeh++==ditdex) ohyes = erroredtable[9]; + else if (yeh++==ditdex) ohyes = erroredtable[10]; + else if (yeh++==ditdex) ohyes = erroredtable[11]; + else if (yeh++==ditdex) ohyes = erroredtable[12]; + else if (yeh++==ditdex) ohyes = erroredtable[13]; + else if (yeh++==ditdex) ohyes = erroredtable[14]; + else if (yeh++==ditdex) ohyes = erroredtable[15]; + + colord.r = color.r + ohyes; + colord.g = color.g + (ohyes / 2); + colord.b = color.b + ohyes; + outcolor.rgb = colord.rgb * 0.003921568627451; // divide by 255, i don't trust em + + // + // Reduce to 16-bit color + // + + float3 why = float3(1.0); + float3 reduceme = float3(1.0); + float radooct = 32; // 32 is usually the proper value + + reduceme.r = pow(outcolor.r, why.r); + reduceme.r *= radooct; + reduceme.r = int(floor(reduceme.r)); + reduceme.r /= radooct; + reduceme.r = pow(reduceme.r, why.r); + + reduceme.g = pow(outcolor.g, why.g); + reduceme.g *= radooct * 2; + reduceme.g = int(floor(reduceme.g)); + reduceme.g /= radooct * 2; + reduceme.g = pow(reduceme.g, why.g); + + reduceme.b = pow(outcolor.b, why.b); + reduceme.b *= radooct; + reduceme.b = int(floor(reduceme.b)); + reduceme.b /= radooct; + reduceme.b = pow(reduceme.b, why.b); + + outcolor.rgb = reduceme.rgb; + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file diff --git a/3dfx/shaders/old/3dfx_pass_1.slang b/3dfx/shaders/old/3dfx_pass_1.slang new file mode 100644 index 0000000..de9aebd --- /dev/null +++ b/3dfx/shaders/old/3dfx_pass_1.slang @@ -0,0 +1,92 @@ +#version 450 + +// "LeiFX" shader - Gamma process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +float mod2(float x, float y) +{ + return x - y * floor (x/y); +} + +#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() +{ + float3 outcolor = tex2D(Source, vTexCoord).rgb; + + float2 res; + res.x = params.SourceSize.x; + res.y = params.SourceSize.y; + + // Gamma scanlines + // the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not + // but it was enough to brainwash the competition for looking 'too dark' + + float gammaed = 0.15; + + float leifx_linegamma = gammaed; + float2 dithet = vTexCoord.xy * res.xy; + dithet.y = vTexCoord.y * res.y; + float horzline1 = (mod2(dithet.y, 2.0)); + if (horzline1 < 1) leifx_linegamma = 0; + float leifx_gamma = 1.3 - gammaed + leifx_linegamma; + + + outcolor.r = pow(outcolor.r, 1.0 / leifx_gamma); + outcolor.g = pow(outcolor.g, 1.0 / leifx_gamma); + outcolor.b = pow(outcolor.b, 1.0 / leifx_gamma); + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file diff --git a/3dfx/shaders/old/3dfx_pass_2.slang b/3dfx/shaders/old/3dfx_pass_2.slang new file mode 100644 index 0000000..e2d2795 --- /dev/null +++ b/3dfx/shaders/old/3dfx_pass_2.slang @@ -0,0 +1,114 @@ +#version 450 + + +// "LeiFX" shader - Pixel filtering process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float LEIFX_BLURFACTOR; +} params; + +#pragma parameter LEIFX_BLURFACTOR "LeiFX Blur Factor" 0.69 0.00 1.00 0.01 + +#define LEIFX_BLURFACTOR params.LEIFX_BLURFACTOR + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +#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() +{ + float3 outcolor = tex2D(Source, vTexCoord).rgb; + + float2 pixel; + + pixel.x = params.SourceSize.z; + pixel.y = params.SourceSize.w; + + // Sample things. + + float blendy; // to blend unblended with blend... trying to smooth the jag :( + float blenda; + + float blendfactor; + + float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x * 0.15), 0)).rgb; + float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x * 0.22, 0)).rgb; + float3 pixel0 = tex2D(Source, vTexCoord + float2(0, 0)).rgb; + + float3 pixelblend; + + + float gary1 = dot(pixel1.rgb,float3(1.0)); + float gary2 = dot(pixel2.rgb,float3(1.0)); + + float mean = 1.0; + mean = gary1 - gary2; + + if (mean < 0) mean *= -1; + if (mean > 1) mean = 1; + mean = pow(mean, LEIFX_BLURFACTOR); + + if (mean > 1) + mean = 1; + + { + // variably BLEND IT ALL TO H*CK!!!! + blendy = 1 - mean; + blenda = 1 - blendy; + pixel0 /= 3; + pixel1 /= 3; + pixel2 /= 3; + pixelblend.rgb = pixel0 + pixel1 + pixel2; + outcolor.rgb = (pixelblend.rgb * blendy) + (outcolor.rgb * blenda); + } + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file