mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
commit
99d5c24fd3
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@ -27,10 +27,8 @@ layout(push_constant) uniform Push
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float brightboost;
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float saturation;
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float sat;
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float scanline;
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float beam_min;
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float beam_max;
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@ -44,73 +42,64 @@ layout(push_constant) uniform Push
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float csize;
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float warpX;
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float warpY;
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float c_shape;
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float bsize1;
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float sborder;
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float gamma_out;
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float gamma_out;
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float vignette;
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} params;
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// Parameter lines go here:
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#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
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// Gamma out adjusted from 0.5 in glsl version to 0.43 to match output of guest-advanced
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#pragma parameter gamma_out " Gamma out" 0.43 0.2 0.6 0.01
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#pragma parameter gamma_out "Gamma out" 0.5 0.2 0.6 0.01
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#define gamma_out params.gamma_out
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#pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05
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#pragma parameter brightboost "Bright boost" 1.0 0.5 2.0 0.05
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#define brightboost params.brightboost
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// Saturation out adjusted from 1.1 in glsl version to 1.35 to match output of guest-advanced
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#pragma parameter saturation " Saturation adjustment -- saturation" 1.35 0.1 2.0 0.05
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#define saturation params.saturation
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#pragma parameter sat "Saturation adjustment" 1.0 0.0 2.0 0.05
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#define sat params.sat
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#pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1
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#pragma parameter scanline "Scanline Adjust" 8.0 1.0 12.0 1.0
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#define scanline params.scanline
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#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05
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#pragma parameter beam_min "Scanline Dark" 1.7 0.5 3.0 0.05
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#define beam_min params.beam_min
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#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05
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#pragma parameter beam_max "Scanline Bright" 2.1 0.5 3.0 0.05
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#define beam_max params.beam_max
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#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05
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#pragma parameter h_sharp "Horizontal Sharpness" 2.0 1.0 5.0 0.05
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#define h_sharp params.h_sharp
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#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
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#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 10.0 1.0
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#define shadowMask params.shadowMask
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#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 1 1 2.0 1.0
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#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
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#define masksize params.masksize
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#pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
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#pragma parameter mcut "Mask 5-7-10 cutoff" 0.2 0.0 0.5 0.05
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#define mcut params.mcut
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#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#define maskDark params.maskDark
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#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight params.maskLight
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#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
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#define CGWG params.CGWG
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#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
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#define CGWG params.CGWG
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX params.warpX // Curvature X
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#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX params.warpX
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#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY params.warpY // Curvature Y
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#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY params.warpY
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#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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#define vignette params.vignette
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// #pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
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// #define csize params.csize // corner size
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// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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// #define c_shape params.c_shape // curvature shape
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// #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
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// #define bsize1 params.bsize1 // border Size
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// #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
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// #define sborder params.sborder // border intensity
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -135,6 +124,7 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float maskFade;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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float sw(float x, float l)
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{
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float d = x;
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@ -178,9 +168,9 @@ vec3 Mask(vec2 pos, vec3 c)
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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else mask.r = maskLight;
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mask*=line;
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}
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@ -190,9 +180,9 @@ vec3 Mask(vec2 pos, vec3 c)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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else mask.r = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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@ -201,9 +191,9 @@ vec3 Mask(vec2 pos, vec3 c)
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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else mask.r = maskLight;
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}
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// VGA style shadow mask.
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@ -213,9 +203,9 @@ vec3 Mask(vec2 pos, vec3 c)
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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else mask.r = maskLight;
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}
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// Alternate mask 5
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@ -272,9 +262,67 @@ vec3 Mask(vec2 pos, vec3 c)
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else mask.g = maskLight;
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mask*=line;
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}
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return mask;
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}
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else if (shadowMask == 9.0)
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{
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vec3 Mask = vec3(maskDark);
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float bright = maskLight;
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float left = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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left = 1.0;
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float m = fract(pos.x/3.0);
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if (m < 0.3333) Mask.b = 0.9;
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else if (m < 0.6666) Mask.g = 0.9;
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else Mask.r = 0.9;
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if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
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return mask;
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}
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else if (shadowMask == 10.0)
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{
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vec3 Mask = vec3(maskDark);
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = 1.0;
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float m = fract(pos.x/3.0);
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float y = fract(pos.y/2.0);
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if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
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else if (m > 0.6666) Mask.g = 1.0;
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else Mask = vec3(mcut);
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if (m>0.333) Mask*=line;
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return Mask;
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}
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return mask;
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}
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mat3 vign( float l )
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{
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vec2 vpos = vTexCoord;
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * 40.0;
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vig = min(pow(vig, 0.2), 1.0);
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if (vignette == 0.0) vig=1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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@ -284,19 +332,20 @@ vec2 Warp(vec2 pos)
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return pos*0.5 + 0.5;
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}
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// Code from Guest.r's Guest Advanced shader
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// float corner(vec2 pos) {
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// vec2 b = vec2(bsize1, bsize1) * vec2(1.0, global.OutputSize.x/global.OutputSize.y) * 0.05;
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// pos = clamp(pos, 0.0, 1.0);
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// pos = abs(2.0*(pos - 0.5));
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// float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
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// float crn = dot(pow(pos, csize1.xx), vec2(1.0, global.OutputSize.y/global.OutputSize.x));
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// crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
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// pos = max(pos, crn);
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// vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
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// res = pow(res, sborder.xx);
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// return sqrt(res.x*res.y);
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// }
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vec3 saturation (vec3 textureColor)
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{
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float lum=length(textureColor.rgb)*0.5775;
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vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
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if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
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float luminance = dot(textureColor.rgb, luminanceWeighting);
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vec3 greyScaleColor = vec3(luminance);
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vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, sat));
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return res;
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}
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void main()
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{
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@ -333,17 +382,14 @@ void main()
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vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
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color*=brightboost;
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color = min(color, 1.0);
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color = color * Mask(vTexCoord * global.OutputSize.xy, color);
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float lum = color.r*0.3+color.g*0.6+color.b*0.1;
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color = pow(color, vec3(gamma_out, gamma_out, gamma_out));
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color*= mix(1.0,brightboost,lum);
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float l = length(color);
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color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
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// Screen edge and corner masking
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// FragColor = vec4(color*corner(pos), 1.0);
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color = saturation(color);
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color*= vign(lum);
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FragColor = vec4(color, 1.0);
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}
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