Merge pull request #21 from rz5/master

(crt-lottes-multipass) Style nits
This commit is contained in:
hizzlekizzle 2016-07-26 22:59:42 -05:00 committed by GitHub
commit 97f02f97f2
10 changed files with 513 additions and 365 deletions

View file

@ -2,25 +2,25 @@
// -- config -- // // -- config -- //
#define hardScan -8.0 #define hardScan -8.0
#define warpX 0.031 #define warpX 0.031
#define warpY 0.041 #define warpY 0.041
#define maskDark 0.5 #define maskDark 0.5
#define maskLight 1.5 #define maskLight 1.5
#define shadowMask 1 #define shadowMask 1
#define brightboost 1 #define brightboost 1
#define bloomAmount 1.0/16.0 #define bloomAmount 1.0/16.0
#define hardBloomScan -2.0 #define hardBloomScan -2.0
#define shape 2.0 #define shape 2.0
#define DO_BLOOM #define DO_BLOOM
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -30,8 +30,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER // 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. // Assuming using sRGB typed textures this should not be needed.
float ToSrgb1(float c) 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) 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. // 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. // 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. // Return scanline weight.
float Scan(vec2 pos,float off){ float Scan(vec2 pos, float off)
float dst=Dist(pos).y; {
return Gaus(dst+off,hardScan);} float dst = Dist(pos).y;
return Gaus(dst + off, hardScan);
}
// Return scanline weight for bloom. // Return scanline weight for bloom.
float BloomScan(vec2 pos,float off){ float BloomScan(vec2 pos, float off)
float dst=Dist(pos).y; {
return Gaus(dst+off,hardBloomScan);} float dst = Dist(pos).y;
return Gaus(dst + off, hardBloomScan);
}
// Allow nearest three lines to effect pixel. // Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){ 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 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0);
float wa=Scan(pos,-1.0); vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0); float wa = Scan(pos, -1.0);
return a*wa+b*wb+c*wc;} float wb = Scan(pos, 0.0);
float wc = Scan(pos, 1.0);
return a*wa+b*wb+c*wc;
}
// Small bloom. // Small bloom.
vec3 Bloom(vec2 pos){ 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 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0); vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0);
vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
float wa=BloomScan(pos,-2.0); vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
float wb=BloomScan(pos,-1.0);
float wc=BloomScan(pos, 0.0); float wa = BloomScan(pos, -2.0);
float wd=BloomScan(pos, 1.0); float wb = BloomScan(pos, -1.0);
float we=BloomScan(pos, 2.0); float wc = BloomScan(pos, 0.0);
return a*wa+b*wb+c*wc+d*wd+e*we;} 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. // Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){ 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 = pos*2.0-1.0;
return pos*0.5+0.5;} pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
// Shadow mask. // Shadow mask.
vec3 Mask(vec2 pos){ vec3 Mask(vec2 pos)
vec3 mask=vec3(maskDark,maskDark,maskDark); {
vec3 mask = vec3(maskDark, maskDark, maskDark);
// Very compressed TV style shadow mask. // Very compressed TV style shadow mask.
if (shadowMask == 1.0) { if (shadowMask == 1.0)
float line=maskLight; {
float odd=0.0; float line = maskLight;
if(fract(pos.x/6.0)<0.5)odd=1.0; float odd = 0.0;
if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
pos.x=fract(pos.x/3.0); if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark;
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight; pos.x = fract(pos.x*0.333333333);
else mask.b=maskLight;
mask*=line;
}
// Aperture-grille. if (pos.x < 0.333) mask.r = maskLight;
else if (shadowMask == 2.0) { else if (pos.x < 0.666) mask.g = maskLight;
pos.x=fract(pos.x/3.0); else mask.b = maskLight;
mask*=line;
}
if(pos.x<0.333)mask.r=maskLight; // Aperture-grille.
else if(pos.x<0.666)mask.g=maskLight; else if (shadowMask == 2.0)
else mask.b=maskLight; {
} pos.x = fract(pos.x*0.333333333);
// Stretched VGA style shadow mask (same as prior shaders). if (pos.x < 0.333) mask.r = maskLight;
else if (shadowMask == 3.0) { else if (pos.x < 0.666) mask.g = maskLight;
pos.x+=pos.y*3.0; else mask.b = maskLight;
pos.x=fract(pos.x/6.0); }
if(pos.x<0.333)mask.r=maskLight; // Stretched VGA style shadow mask (same as prior shaders).
else if(pos.x<0.666)mask.g=maskLight; else if (shadowMask == 3.0)
else mask.b=maskLight; {
} pos.x += pos.y*3.0;
pos.x = fract(pos.x*0.166666666);
// VGA style shadow mask. if (pos.x < 0.333) mask.r = maskLight;
else if (shadowMask == 4.0) { else if (pos.x < 0.666) mask.g = maskLight;
pos.xy=floor(pos.xy*vec2(1.0,0.5)); else mask.b = maskLight;
pos.x+=pos.y*3.0; }
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight; // VGA style shadow mask.
else if(pos.x<0.666)mask.g=maskLight; else if (shadowMask == 4.0)
else mask.b=maskLight; {
} 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() void main()
{ {
vec2 pos=Warp(vTexCoord); vec2 pos = Warp(vTexCoord);
vec3 outColor = Tri(pos); 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);
FragColor = vec4(ToSrgb(outColor.rgb), 1.0); #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);
}

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define hardPix -3.0 #define hardPix -3.0
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){ vec3 Horz3(vec2 pos, float off)
vec3 b=Fetch(pos,vec2(-1.0,off)); {
vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 b = Fetch(pos,vec2(-1.0, off));
vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 c = Fetch(pos,vec2( 0.0, off));
float dst=Dist(pos).x; vec3 d = Fetch(pos,vec2( 1.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardPix;
float wb=Gaus(dst-1.0,scale); // Convert distance to weight.
float wc=Gaus(dst+0.0,scale); float scale = hardPix;
float wd=Gaus(dst+1.0,scale); float wb = Gaus(dst - 1.0, scale);
// Return filtered sample. float wc = Gaus(dst + 0.0, scale);
return (b*wb+c*wc+d*wd)/(wb+wc+wd);} float wd = Gaus(dst + 1.0, scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
}
void main() void main()
{ {
FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0); FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define hardPix -3.0 #define hardPix -3.0
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){ vec3 Horz3(vec2 pos, float off)
vec3 b=Fetch(pos,vec2(-1.0,off)); {
vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 b = Fetch(pos,vec2(-1.0, off));
vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 c = Fetch(pos,vec2( 0.0, off));
float dst=Dist(pos).x; vec3 d = Fetch(pos,vec2( 1.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardPix;
float wb=Gaus(dst-1.0,scale); // Convert distance to weight.
float wc=Gaus(dst+0.0,scale); float scale = hardPix;
float wd=Gaus(dst+1.0,scale); float wb = Gaus(dst - 1.0, scale);
// Return filtered sample. float wc = Gaus(dst + 0.0, scale);
return (b*wb+c*wc+d*wd)/(wb+wc+wd);} float wd = Gaus(dst + 1.0, scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
}
void main() void main()
{ {
FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0); FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define hardPix -3.0 #define hardPix -3.0
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){ vec3 Horz5(vec2 pos,float off)
vec3 a=Fetch(pos,vec2(-2.0,off)); {
vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 a = Fetch(pos,vec2(-2.0, off));
vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 b = Fetch(pos,vec2(-1.0, off));
vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 c = Fetch(pos,vec2( 0.0, off));
vec3 e=Fetch(pos,vec2( 2.0,off)); vec3 d = Fetch(pos,vec2( 1.0, off));
float dst=Dist(pos).x; vec3 e = Fetch(pos,vec2( 2.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardPix;
float wa=Gaus(dst-2.0,scale); // Convert distance to weight.
float wb=Gaus(dst-1.0,scale); float scale = hardPix;
float wc=Gaus(dst+0.0,scale); float wa = Gaus(dst - 2.0, scale);
float wd=Gaus(dst+1.0,scale); float wb = Gaus(dst - 1.0, scale);
float we=Gaus(dst+2.0,scale); float wc = Gaus(dst + 0.0, scale);
// Return filtered sample. float wd = Gaus(dst + 1.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} 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() void main()
{ {
FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0); FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define hardPix -3.0 #define hardPix -3.0
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){ vec3 Horz5(vec2 pos,float off)
vec3 a=Fetch(pos,vec2(-2.0,off)); {
vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 a = Fetch(pos,vec2(-2.0, off));
vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 b = Fetch(pos,vec2(-1.0, off));
vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 c = Fetch(pos,vec2( 0.0, off));
vec3 e=Fetch(pos,vec2( 2.0,off)); vec3 d = Fetch(pos,vec2( 1.0, off));
float dst=Dist(pos).x; vec3 e = Fetch(pos,vec2( 2.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardPix;
float wa=Gaus(dst-2.0,scale); // Convert distance to weight.
float wb=Gaus(dst-1.0,scale); float scale = hardPix;
float wc=Gaus(dst+0.0,scale); float wa = Gaus(dst - 2.0, scale);
float wd=Gaus(dst+1.0,scale); float wb = Gaus(dst - 1.0, scale);
float we=Gaus(dst+2.0,scale); float wc = Gaus(dst + 0.0, scale);
// Return filtered sample. float wd = Gaus(dst + 1.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} 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() void main()
{ {
FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0); FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define hardPix -3.0 #define hardPix -3.0
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){ vec3 Horz5(vec2 pos,float off)
vec3 a=Fetch(pos,vec2(-2.0,off)); {
vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 a = Fetch(pos,vec2(-2.0, off));
vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 b = Fetch(pos,vec2(-1.0, off));
vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 c = Fetch(pos,vec2( 0.0, off));
vec3 e=Fetch(pos,vec2( 2.0,off)); vec3 d = Fetch(pos,vec2( 1.0, off));
float dst=Dist(pos).x; vec3 e = Fetch(pos,vec2( 2.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardPix;
float wa=Gaus(dst-2.0,scale); // Convert distance to weight.
float wb=Gaus(dst-1.0,scale); float scale = hardPix;
float wc=Gaus(dst+0.0,scale); float wa = Gaus(dst - 2.0, scale);
float wd=Gaus(dst+1.0,scale); float wb = Gaus(dst - 1.0, scale);
float we=Gaus(dst+2.0,scale); float wc = Gaus(dst + 0.0, scale);
// Return filtered sample. float wd = Gaus(dst + 1.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} 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() void main()
{ {
FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0); FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
#define hardBloomPix -1.5 #define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){ vec3 Horz7(vec2 pos, float off)
vec3 a=Fetch(pos,vec2(-3.0,off)); {
vec3 b=Fetch(pos,vec2(-2.0,off)); vec3 a = Fetch(pos, vec2(-3.0, off));
vec3 c=Fetch(pos,vec2(-1.0,off)); vec3 b = Fetch(pos, vec2(-2.0, off));
vec3 d=Fetch(pos,vec2( 0.0,off)); vec3 c = Fetch(pos, vec2(-1.0, off));
vec3 e=Fetch(pos,vec2( 1.0,off)); vec3 d = Fetch(pos, vec2( 0.0, off));
vec3 f=Fetch(pos,vec2( 2.0,off)); vec3 e = Fetch(pos, vec2( 1.0, off));
vec3 g=Fetch(pos,vec2( 3.0,off)); vec3 f = Fetch(pos, vec2( 2.0, off));
float dst=Dist(pos).x; vec3 g = Fetch(pos, vec2( 3.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale); // Convert distance to weight.
float wb=Gaus(dst-2.0,scale); float scale = hardBloomPix;
float wc=Gaus(dst-1.0,scale); float wa = Gaus(dst - 3.0, scale);
float wd=Gaus(dst+0.0,scale); float wb = Gaus(dst - 2.0, scale);
float we=Gaus(dst+1.0,scale); float wc = Gaus(dst - 1.0, scale);
float wf=Gaus(dst+2.0,scale); float wd = Gaus(dst + 0.0, scale);
float wg=Gaus(dst+3.0,scale); float we = Gaus(dst + 1.0, scale);
// Return filtered sample. float wf = Gaus(dst + 2.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} 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() void main()
{ {
FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0); FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
#define hardBloomPix -1.5 #define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){ vec3 Horz7(vec2 pos, float off)
vec3 a=Fetch(pos,vec2(-3.0,off)); {
vec3 b=Fetch(pos,vec2(-2.0,off)); vec3 a = Fetch(pos, vec2(-3.0, off));
vec3 c=Fetch(pos,vec2(-1.0,off)); vec3 b = Fetch(pos, vec2(-2.0, off));
vec3 d=Fetch(pos,vec2( 0.0,off)); vec3 c = Fetch(pos, vec2(-1.0, off));
vec3 e=Fetch(pos,vec2( 1.0,off)); vec3 d = Fetch(pos, vec2( 0.0, off));
vec3 f=Fetch(pos,vec2( 2.0,off)); vec3 e = Fetch(pos, vec2( 1.0, off));
vec3 g=Fetch(pos,vec2( 3.0,off)); vec3 f = Fetch(pos, vec2( 2.0, off));
float dst=Dist(pos).x; vec3 g = Fetch(pos, vec2( 3.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale); // Convert distance to weight.
float wb=Gaus(dst-2.0,scale); float scale = hardBloomPix;
float wc=Gaus(dst-1.0,scale); float wa = Gaus(dst - 3.0, scale);
float wd=Gaus(dst+0.0,scale); float wb = Gaus(dst - 2.0, scale);
float we=Gaus(dst+1.0,scale); float wc = Gaus(dst - 1.0, scale);
float wf=Gaus(dst+2.0,scale); float wd = Gaus(dst + 0.0, scale);
float wg=Gaus(dst+3.0,scale); float we = Gaus(dst + 1.0, scale);
// Return filtered sample. float wf = Gaus(dst + 2.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} 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() void main()
{ {
FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0); FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0);
} }

View file

@ -1,15 +1,15 @@
#version 450 #version 450
#define brightboost 1 #define brightboost 1
#define shape 2.0 #define shape 2.0
#define hardBloomPix -1.5 #define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 REFERENCESize; vec4 REFERENCESize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord); // vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw; // 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. // Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen. // Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){ 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; 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. // 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. // 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. // 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){ vec3 Horz7(vec2 pos, float off)
vec3 a=Fetch(pos,vec2(-3.0,off)); {
vec3 b=Fetch(pos,vec2(-2.0,off)); vec3 a = Fetch(pos, vec2(-3.0, off));
vec3 c=Fetch(pos,vec2(-1.0,off)); vec3 b = Fetch(pos, vec2(-2.0, off));
vec3 d=Fetch(pos,vec2( 0.0,off)); vec3 c = Fetch(pos, vec2(-1.0, off));
vec3 e=Fetch(pos,vec2( 1.0,off)); vec3 d = Fetch(pos, vec2( 0.0, off));
vec3 f=Fetch(pos,vec2( 2.0,off)); vec3 e = Fetch(pos, vec2( 1.0, off));
vec3 g=Fetch(pos,vec2( 3.0,off)); vec3 f = Fetch(pos, vec2( 2.0, off));
float dst=Dist(pos).x; vec3 g = Fetch(pos, vec2( 3.0, off));
// Convert distance to weight. float dst = Dist(pos).x;
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale); // Convert distance to weight.
float wb=Gaus(dst-2.0,scale); float scale = hardBloomPix;
float wc=Gaus(dst-1.0,scale); float wa = Gaus(dst - 3.0, scale);
float wd=Gaus(dst+0.0,scale); float wb = Gaus(dst - 2.0, scale);
float we=Gaus(dst+1.0,scale); float wc = Gaus(dst - 1.0, scale);
float wf=Gaus(dst+2.0,scale); float wd = Gaus(dst + 0.0, scale);
float wg=Gaus(dst+3.0,scale); float we = Gaus(dst + 1.0, scale);
// Return filtered sample. float wf = Gaus(dst + 2.0, scale);
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} 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() void main()
{ {
FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0); FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0);
} }

View file

@ -4,10 +4,10 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -17,8 +17,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
#pragma stage fragment #pragma stage fragment
@ -28,5 +28,5 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0); FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0);
} }