diff --git a/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang index 0847783..0fd0687 100644 --- a/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang +++ b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang @@ -2,25 +2,25 @@ // -- config -- // -#define hardScan -8.0 -#define warpX 0.031 -#define warpY 0.041 -#define maskDark 0.5 -#define maskLight 1.5 -#define shadowMask 1 -#define brightboost 1 -#define bloomAmount 1.0/16.0 -#define hardBloomScan -2.0 -#define shape 2.0 +#define hardScan -8.0 +#define warpX 0.031 +#define warpY 0.041 +#define maskDark 0.5 +#define maskLight 1.5 +#define shadowMask 1 +#define brightboost 1 +#define bloomAmount 1.0/16.0 +#define hardBloomScan -2.0 +#define shape 2.0 #define DO_BLOOM layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; } global; #pragma stage vertex @@ -30,8 +30,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; } // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER @@ -64,126 +64,162 @@ layout(set = 0, binding = 9) uniform sampler2D horz7plus1; // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { - return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055); + return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); } vec3 ToSrgb(vec3 c) { - return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b)); + return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.SourceSize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // Return scanline weight. -float Scan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardScan);} +float Scan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, hardScan); +} // Return scanline weight for bloom. -float BloomScan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardBloomScan);} +float BloomScan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, hardBloomScan); +} // Allow nearest three lines to effect pixel. -vec3 Tri(vec2 pos){ - vec3 a=texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0); - vec3 b=texture(horz5, pos).rgb;//Horz5(pos, 0.0); - vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); - float wa=Scan(pos,-1.0); - float wb=Scan(pos, 0.0); - float wc=Scan(pos, 1.0); - return a*wa+b*wb+c*wc;} +vec3 Tri(vec2 pos) +{ + vec3 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0); + vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0); + vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); + + float wa = Scan(pos, -1.0); + float wb = Scan(pos, 0.0); + float wc = Scan(pos, 1.0); + + return a*wa+b*wb+c*wc; +} // Small bloom. -vec3 Bloom(vec2 pos){ - vec3 a=texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0); - vec3 b=texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0); - vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0); - vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); - vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); - float wa=BloomScan(pos,-2.0); - float wb=BloomScan(pos,-1.0); - float wc=BloomScan(pos, 0.0); - float wd=BloomScan(pos, 1.0); - float we=BloomScan(pos, 2.0); - return a*wa+b*wb+c*wc+d*wd+e*we;} +vec3 Bloom(vec2 pos) +{ + vec3 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0); + vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0); + vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0); + vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); + vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); + + float wa = BloomScan(pos, -2.0); + float wb = BloomScan(pos, -1.0); + float wc = BloomScan(pos, 0.0); + float wd = BloomScan(pos, 1.0); + float we = BloomScan(pos, 2.0); + + return a*wa+b*wb+c*wc+d*wd+e*we; +} // 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)*warpX,1.0+(pos.x*pos.x)*warpY); - return pos*0.5+0.5;} +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); + + return pos*0.5 + 0.5; +} // Shadow mask. -vec3 Mask(vec2 pos){ - vec3 mask=vec3(maskDark,maskDark,maskDark); +vec3 Mask(vec2 pos) +{ + vec3 mask = vec3(maskDark, maskDark, maskDark); -// Very compressed TV style shadow mask. - if (shadowMask == 1.0) { - float line=maskLight; - float odd=0.0; - if(fract(pos.x/6.0)<0.5)odd=1.0; - if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; - pos.x=fract(pos.x/3.0); - - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - mask*=line; - } + // Very compressed TV style shadow mask. + if (shadowMask == 1.0) + { + float line = 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 = maskDark; + + pos.x = fract(pos.x*0.333333333); -// Aperture-grille. - else if (shadowMask == 2.0) { - pos.x=fract(pos.x/3.0); + if (pos.x < 0.333) mask.r = maskLight; + else if (pos.x < 0.666) mask.g = maskLight; + else mask.b = maskLight; + mask*=line; + } - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - } + // Aperture-grille. + else if (shadowMask == 2.0) + { + pos.x = fract(pos.x*0.333333333); -// Stretched VGA style shadow mask (same as prior shaders). - else if (shadowMask == 3.0) { - pos.x+=pos.y*3.0; - pos.x=fract(pos.x/6.0); + if (pos.x < 0.333) mask.r = maskLight; + else if (pos.x < 0.666) mask.g = maskLight; + else mask.b = maskLight; + } - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - } + // Stretched VGA style shadow mask (same as prior shaders). + else if (shadowMask == 3.0) + { + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); -// VGA style shadow mask. - else if (shadowMask == 4.0) { - pos.xy=floor(pos.xy*vec2(1.0,0.5)); - pos.x+=pos.y*3.0; - pos.x=fract(pos.x/6.0); + if (pos.x < 0.333) mask.r = maskLight; + else if (pos.x < 0.666) mask.g = maskLight; + else mask.b = maskLight; + } - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - } + // VGA style shadow mask. + else if (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); - return mask;} + if (pos.x < 0.333) mask.r = maskLight; + else if (pos.x < 0.666) mask.g = maskLight; + else mask.b = maskLight; + } + + return mask; +} void main() { -vec2 pos=Warp(vTexCoord); -vec3 outColor = Tri(pos); - #ifdef DO_BLOOM - //Add Bloom - outColor.rgb+=Bloom(pos)*bloomAmount; - #endif -if(shadowMask > 0.0) - outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); -//hacky clamp fix -vec2 bordertest = (pos); -if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) -outColor.rgb = outColor.rgb; -else -outColor.rgb = vec3(0.0); + vec2 pos = Warp(vTexCoord); + vec3 outColor = Tri(pos); - FragColor = vec4(ToSrgb(outColor.rgb), 1.0); -} \ No newline at end of file +#ifdef DO_BLOOM + //Add Bloom + outColor.rgb += Bloom(pos)*bloomAmount; +#endif + + if (shadowMask > 0.0) + outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); + + /* TODO/FIXME - hacky clamp fix */ + vec2 bordertest = (pos); + if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) + outColor.rgb = outColor.rgb; + else + outColor.rgb = vec3(0.0); + + FragColor = vec4(ToSrgb(outColor.rgb), 1.0); +} diff --git a/crt/shaders/crt-lottes-multipass/horz3minus1.slang b/crt/shaders/crt-lottes-multipass/horz3minus1.slang index 9b6dc6e..5ddf2a0 100644 --- a/crt/shaders/crt-lottes-multipass/horz3minus1.slang +++ b/crt/shaders/crt-lottes-multipass/horz3minus1.slang @@ -1,15 +1,15 @@ #version 450 -#define hardPix -3.0 -#define brightboost 1 -#define shape 2.0 +#define hardPix -3.0 +#define brightboost 1 +#define shape 2.0 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,32 +32,46 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 3-tap Gaussian filter along horz line. -vec3 Horz3(vec2 pos,float off){ - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - // Return filtered sample. - return (b*wb+c*wc+d*wd)/(wb+wc+wd);} +vec3 Horz3(vec2 pos, float off) +{ + vec3 b = Fetch(pos,vec2(-1.0, off)); + vec3 c = Fetch(pos,vec2( 0.0, off)); + vec3 d = Fetch(pos,vec2( 1.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardPix; + float wb = Gaus(dst - 1.0, scale); + float wc = Gaus(dst + 0.0, scale); + float wd = Gaus(dst + 1.0, scale); + + // Return filtered sample. + return (b*wb+c*wc+d*wd) / (wb+wc+wd); +} void main() { - FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0); -} \ No newline at end of file + FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0); +} diff --git a/crt/shaders/crt-lottes-multipass/horz3plus1.slang b/crt/shaders/crt-lottes-multipass/horz3plus1.slang index 4b49cf0..aaf01f1 100644 --- a/crt/shaders/crt-lottes-multipass/horz3plus1.slang +++ b/crt/shaders/crt-lottes-multipass/horz3plus1.slang @@ -1,15 +1,15 @@ #version 450 -#define hardPix -3.0 -#define brightboost 1 -#define shape 2.0 +#define hardPix -3.0 +#define brightboost 1 +#define shape 2.0 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,32 +32,46 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 3-tap Gaussian filter along horz line. -vec3 Horz3(vec2 pos,float off){ - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - // Return filtered sample. - return (b*wb+c*wc+d*wd)/(wb+wc+wd);} +vec3 Horz3(vec2 pos, float off) +{ + vec3 b = Fetch(pos,vec2(-1.0, off)); + vec3 c = Fetch(pos,vec2( 0.0, off)); + vec3 d = Fetch(pos,vec2( 1.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardPix; + float wb = Gaus(dst - 1.0, scale); + float wc = Gaus(dst + 0.0, scale); + float wd = Gaus(dst + 1.0, scale); + + // Return filtered sample. + return (b*wb+c*wc+d*wd) / (wb+wc+wd); +} void main() { - FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0); -} \ No newline at end of file + FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0); +} diff --git a/crt/shaders/crt-lottes-multipass/horz5.slang b/crt/shaders/crt-lottes-multipass/horz5.slang index 5495d64..226e057 100644 --- a/crt/shaders/crt-lottes-multipass/horz5.slang +++ b/crt/shaders/crt-lottes-multipass/horz5.slang @@ -1,15 +1,15 @@ #version 450 -#define hardPix -3.0 -#define brightboost 1 -#define shape 2.0 +#define hardPix -3.0 +#define brightboost 1 +#define shape 2.0 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 5-tap Gaussian filter along horz line. -vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} +vec3 Horz5(vec2 pos,float off) +{ + vec3 a = Fetch(pos,vec2(-2.0, off)); + vec3 b = Fetch(pos,vec2(-1.0, off)); + vec3 c = Fetch(pos,vec2( 0.0, off)); + vec3 d = Fetch(pos,vec2( 1.0, off)); + vec3 e = Fetch(pos,vec2( 2.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardPix; + float wa = Gaus(dst - 2.0, scale); + float wb = Gaus(dst - 1.0, scale); + float wc = Gaus(dst + 0.0, scale); + float wd = Gaus(dst + 1.0, scale); + float we = Gaus(dst + 2.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we); +} void main() { FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/horz5minus2.slang b/crt/shaders/crt-lottes-multipass/horz5minus2.slang index 491afce..a922a95 100644 --- a/crt/shaders/crt-lottes-multipass/horz5minus2.slang +++ b/crt/shaders/crt-lottes-multipass/horz5minus2.slang @@ -1,15 +1,15 @@ #version 450 -#define hardPix -3.0 -#define brightboost 1 -#define shape 2.0 +#define hardPix -3.0 +#define brightboost 1 +#define shape 2.0 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 5-tap Gaussian filter along horz line. -vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} +vec3 Horz5(vec2 pos,float off) +{ + vec3 a = Fetch(pos,vec2(-2.0, off)); + vec3 b = Fetch(pos,vec2(-1.0, off)); + vec3 c = Fetch(pos,vec2( 0.0, off)); + vec3 d = Fetch(pos,vec2( 1.0, off)); + vec3 e = Fetch(pos,vec2( 2.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardPix; + float wa = Gaus(dst - 2.0, scale); + float wb = Gaus(dst - 1.0, scale); + float wc = Gaus(dst + 0.0, scale); + float wd = Gaus(dst + 1.0, scale); + float we = Gaus(dst + 2.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we); +} void main() { FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/horz5plus2.slang b/crt/shaders/crt-lottes-multipass/horz5plus2.slang index fdc003e..3d18340 100644 --- a/crt/shaders/crt-lottes-multipass/horz5plus2.slang +++ b/crt/shaders/crt-lottes-multipass/horz5plus2.slang @@ -1,15 +1,15 @@ #version 450 -#define hardPix -3.0 -#define brightboost 1 -#define shape 2.0 +#define hardPix -3.0 +#define brightboost 1 +#define shape 2.0 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 5-tap Gaussian filter along horz line. -vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} +vec3 Horz5(vec2 pos,float off) +{ + vec3 a = Fetch(pos,vec2(-2.0, off)); + vec3 b = Fetch(pos,vec2(-1.0, off)); + vec3 c = Fetch(pos,vec2( 0.0, off)); + vec3 d = Fetch(pos,vec2( 1.0, off)); + vec3 e = Fetch(pos,vec2( 2.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardPix; + float wa = Gaus(dst - 2.0, scale); + float wb = Gaus(dst - 1.0, scale); + float wc = Gaus(dst + 0.0, scale); + float wd = Gaus(dst + 1.0, scale); + float we = Gaus(dst + 2.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we); +} void main() { FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/horz7.slang b/crt/shaders/crt-lottes-multipass/horz7.slang index 8d3e930..b0f3801 100644 --- a/crt/shaders/crt-lottes-multipass/horz7.slang +++ b/crt/shaders/crt-lottes-multipass/horz7.slang @@ -1,15 +1,15 @@ #version 450 -#define brightboost 1 -#define shape 2.0 +#define brightboost 1 +#define shape 2.0 #define hardBloomPix -1.5 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 7-tap Gaussian filter along horz line. -vec3 Horz7(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-3.0,off)); - vec3 b=Fetch(pos,vec2(-2.0,off)); - vec3 c=Fetch(pos,vec2(-1.0,off)); - vec3 d=Fetch(pos,vec2( 0.0,off)); - vec3 e=Fetch(pos,vec2( 1.0,off)); - vec3 f=Fetch(pos,vec2( 2.0,off)); - vec3 g=Fetch(pos,vec2( 3.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardBloomPix; - float wa=Gaus(dst-3.0,scale); - float wb=Gaus(dst-2.0,scale); - float wc=Gaus(dst-1.0,scale); - float wd=Gaus(dst+0.0,scale); - float we=Gaus(dst+1.0,scale); - float wf=Gaus(dst+2.0,scale); - float wg=Gaus(dst+3.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} +vec3 Horz7(vec2 pos, float off) +{ + vec3 a = Fetch(pos, vec2(-3.0, off)); + vec3 b = Fetch(pos, vec2(-2.0, off)); + vec3 c = Fetch(pos, vec2(-1.0, off)); + vec3 d = Fetch(pos, vec2( 0.0, off)); + vec3 e = Fetch(pos, vec2( 1.0, off)); + vec3 f = Fetch(pos, vec2( 2.0, off)); + vec3 g = Fetch(pos, vec2( 3.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardBloomPix; + float wa = Gaus(dst - 3.0, scale); + float wb = Gaus(dst - 2.0, scale); + float wc = Gaus(dst - 1.0, scale); + float wd = Gaus(dst + 0.0, scale); + float we = Gaus(dst + 1.0, scale); + float wf = Gaus(dst + 2.0, scale); + float wg = Gaus(dst + 3.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg); +} void main() { FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/horz7minus1.slang b/crt/shaders/crt-lottes-multipass/horz7minus1.slang index b9a2e05..9387ca7 100644 --- a/crt/shaders/crt-lottes-multipass/horz7minus1.slang +++ b/crt/shaders/crt-lottes-multipass/horz7minus1.slang @@ -1,15 +1,15 @@ #version 450 -#define brightboost 1 -#define shape 2.0 +#define brightboost 1 +#define shape 2.0 #define hardBloomPix -1.5 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 7-tap Gaussian filter along horz line. -vec3 Horz7(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-3.0,off)); - vec3 b=Fetch(pos,vec2(-2.0,off)); - vec3 c=Fetch(pos,vec2(-1.0,off)); - vec3 d=Fetch(pos,vec2( 0.0,off)); - vec3 e=Fetch(pos,vec2( 1.0,off)); - vec3 f=Fetch(pos,vec2( 2.0,off)); - vec3 g=Fetch(pos,vec2( 3.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardBloomPix; - float wa=Gaus(dst-3.0,scale); - float wb=Gaus(dst-2.0,scale); - float wc=Gaus(dst-1.0,scale); - float wd=Gaus(dst+0.0,scale); - float we=Gaus(dst+1.0,scale); - float wf=Gaus(dst+2.0,scale); - float wg=Gaus(dst+3.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} +vec3 Horz7(vec2 pos, float off) +{ + vec3 a = Fetch(pos, vec2(-3.0, off)); + vec3 b = Fetch(pos, vec2(-2.0, off)); + vec3 c = Fetch(pos, vec2(-1.0, off)); + vec3 d = Fetch(pos, vec2( 0.0, off)); + vec3 e = Fetch(pos, vec2( 1.0, off)); + vec3 f = Fetch(pos, vec2( 2.0, off)); + vec3 g = Fetch(pos, vec2( 3.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardBloomPix; + float wa = Gaus(dst - 3.0, scale); + float wb = Gaus(dst - 2.0, scale); + float wc = Gaus(dst - 1.0, scale); + float wd = Gaus(dst + 0.0, scale); + float we = Gaus(dst + 1.0, scale); + float wf = Gaus(dst + 2.0, scale); + float wg = Gaus(dst + 3.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg); +} void main() { FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/horz7plus1.slang b/crt/shaders/crt-lottes-multipass/horz7plus1.slang index 48958c7..a42c892 100644 --- a/crt/shaders/crt-lottes-multipass/horz7plus1.slang +++ b/crt/shaders/crt-lottes-multipass/horz7plus1.slang @@ -1,15 +1,15 @@ #version 450 -#define brightboost 1 -#define shape 2.0 +#define brightboost 1 +#define shape 2.0 #define hardBloomPix -1.5 layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 REFERENCESize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 REFERENCESize; } global; #pragma stage vertex @@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; // vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; } @@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE; // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; - return brightboost * texture(REFERENCE,pos.xy).rgb; +vec3 Fetch(vec2 pos, vec2 off) +{ + pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw; + + return brightboost * texture(REFERENCE, pos.xy).rgb; } // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));} +vec2 Dist(vec2 pos) +{ + pos = pos*global.REFERENCESize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} // 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), shape)); +} // 7-tap Gaussian filter along horz line. -vec3 Horz7(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-3.0,off)); - vec3 b=Fetch(pos,vec2(-2.0,off)); - vec3 c=Fetch(pos,vec2(-1.0,off)); - vec3 d=Fetch(pos,vec2( 0.0,off)); - vec3 e=Fetch(pos,vec2( 1.0,off)); - vec3 f=Fetch(pos,vec2( 2.0,off)); - vec3 g=Fetch(pos,vec2( 3.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardBloomPix; - float wa=Gaus(dst-3.0,scale); - float wb=Gaus(dst-2.0,scale); - float wc=Gaus(dst-1.0,scale); - float wd=Gaus(dst+0.0,scale); - float we=Gaus(dst+1.0,scale); - float wf=Gaus(dst+2.0,scale); - float wg=Gaus(dst+3.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} +vec3 Horz7(vec2 pos, float off) +{ + vec3 a = Fetch(pos, vec2(-3.0, off)); + vec3 b = Fetch(pos, vec2(-2.0, off)); + vec3 c = Fetch(pos, vec2(-1.0, off)); + vec3 d = Fetch(pos, vec2( 0.0, off)); + vec3 e = Fetch(pos, vec2( 1.0, off)); + vec3 f = Fetch(pos, vec2( 2.0, off)); + vec3 g = Fetch(pos, vec2( 3.0, off)); + float dst = Dist(pos).x; + + // Convert distance to weight. + float scale = hardBloomPix; + float wa = Gaus(dst - 3.0, scale); + float wb = Gaus(dst - 2.0, scale); + float wc = Gaus(dst - 1.0, scale); + float wd = Gaus(dst + 0.0, scale); + float we = Gaus(dst + 1.0, scale); + float wf = Gaus(dst + 2.0, scale); + float wg = Gaus(dst + 3.0, scale); + + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg); +} void main() { FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0); -} \ No newline at end of file +} diff --git a/crt/shaders/crt-lottes-multipass/linearize.slang b/crt/shaders/crt-lottes-multipass/linearize.slang index 3a2128f..8bbc2aa 100644 --- a/crt/shaders/crt-lottes-multipass/linearize.slang +++ b/crt/shaders/crt-lottes-multipass/linearize.slang @@ -4,10 +4,10 @@ layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; } global; #pragma stage vertex @@ -17,8 +17,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; } #pragma stage fragment @@ -28,5 +28,5 @@ layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0); -} \ No newline at end of file + FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0); +}