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

@ -73,62 +73,91 @@ vec3 ToSrgb(vec3 c)
}
// 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 Scan(vec2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst+off,hardScan);}
return Gaus(dst + off, hardScan);
}
// 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);}
return Gaus(dst + off, hardBloomScan);
}
// 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 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;}
return a*wa+b*wb+c*wc;
}
// 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 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;}
return a*wa+b*wb+c*wc+d*wd+e*we;
}
// 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);
return pos*0.5+0.5;}
return pos*0.5 + 0.5;
}
// Shadow mask.
vec3 Mask(vec2 pos){
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);
// Very compressed TV style shadow mask.
if (shadowMask == 1.0) {
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 (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);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
@ -137,8 +166,9 @@ vec3 Mask(vec2 pos){
}
// Aperture-grille.
else if (shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x*0.333333333);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
@ -146,9 +176,10 @@ vec3 Mask(vec2 pos){
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0) {
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x=fract(pos.x/6.0);
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
@ -156,29 +187,34 @@ vec3 Mask(vec2 pos){
}
// VGA style shadow mask.
else if (shadowMask == 4.0) {
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);
pos.x = fract(pos.x*0.166666666);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;}
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
/* 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;

View file

@ -32,30 +32,44 @@ 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){
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 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);}
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
}
void main()
{

View file

@ -32,30 +32,44 @@ 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){
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 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);}
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
}
void main()
{

View file

@ -32,25 +32,37 @@ 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){
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 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);
@ -58,8 +70,10 @@ vec3 Horz5(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
}
void main()
{

View file

@ -32,25 +32,37 @@ 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){
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 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);
@ -58,8 +70,10 @@ vec3 Horz5(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
}
void main()
{

View file

@ -32,25 +32,37 @@ 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){
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 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);
@ -58,8 +70,10 @@ vec3 Horz5(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
}
void main()
{

View file

@ -32,19 +32,30 @@ 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){
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 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));
@ -53,6 +64,7 @@ vec3 Horz7(vec2 pos,float 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);
@ -62,8 +74,10 @@ vec3 Horz7(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
}
void main()
{

View file

@ -32,19 +32,30 @@ 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){
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 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));
@ -53,6 +64,7 @@ vec3 Horz7(vec2 pos,float 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);
@ -62,8 +74,10 @@ vec3 Horz7(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
}
void main()
{

View file

@ -32,19 +32,30 @@ 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){
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 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));
@ -53,6 +64,7 @@ vec3 Horz7(vec2 pos,float 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);
@ -62,8 +74,10 @@ vec3 Horz7(vec2 pos,float off){
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);}
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
}
void main()
{