diff --git a/crt/shaders/crt-geom-mini.slang b/crt/shaders/crt-geom-mini.slang index 29f2ca6..7b8bd0a 100644 --- a/crt/shaders/crt-geom-mini.slang +++ b/crt/shaders/crt-geom-mini.slang @@ -9,26 +9,27 @@ layout(push_constant) uniform Push { - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; float CURV; float SCAN; float MASK; float LUM; float INTERL; - float SAT; + float SAT, LANC; } params; // Parameter lines go here: #pragma parameter CURV "CRT-Geom Curvature" 1.0 0.0 1.0 1.0 -#pragma parameter SCAN "CRT-Geom Scanline Weight" 0.25 0.2 0.6 0.05 -#pragma parameter MASK "CRT-Geom Dotmask Strength" 0.25 0.0 1.0 0.05 -#pragma parameter LUM "CRT-Geom Luminance" 0.12 0.0 0.5 0.01 +#pragma parameter SCAN "CRT-Geom Scanline Weight" 0.2 0.2 0.6 0.05 +#pragma parameter MASK "CRT-Geom Dotmask Strength" 0.2 0.0 1.0 0.05 +#pragma parameter LUM "CRT-Geom Luminance" 0.05 0.0 0.5 0.01 #pragma parameter INTERL "CRT-Geom Interlacing Simulation" 1.0 0.0 1.0 1.0 #pragma parameter SAT "CRT-Geom Saturation" 1.1 0.0 2.0 0.01 +#pragma parameter LANC "Filter profile: Accurate/Fast" 0.0 0.0 1.0 1.0 #define PI 3.1415926535897932384626433 #define SourceSize params.SourceSize @@ -42,10 +43,10 @@ layout(push_constant) uniform Push #define LUM params.LUM #define INTERL params.INTERL #define SAT params.SAT - +#define LANC params.LANC layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; + mat4 MVP; } global; #pragma stage vertex @@ -59,8 +60,8 @@ layout(location = 4) out float fragpos; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.0001; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * 1.0001; scale = SourceSize.xy/OriginalSize.xy; warpp = vTexCoord.xy*scale; fragpos = warpp.x*OutputSize.x*PI; @@ -79,7 +80,7 @@ layout(set = 0, binding = 1) uniform sampler2D Source; float scan(float pos, vec3 color) { - float wid = SCAN + 0.1 * dot(color, vec3(0.333))*0.8; + float wid = SCAN + 0.1 * max(max(color.r,color.g),color.b); float weight = pos / wid; return LUM + (0.1 + SCAN) * exp(-weight * weight ) / wid; } @@ -115,8 +116,13 @@ void main() // Calculate weights in x and y in parallel. // These polynomials are piecewise approximation of Lanczos kernel // Calculator here: https://gist.github.com/going-digital/752271db735a07da7617079482394543 - vec4 l2_w0_o3 = (-1.1828) * f + 1.1298; - vec4 l2_w1_o3 = (0.0858) * f - 0.0792; + vec4 l2_w0_o3, l2_w1_o3; + if (LANC == 0.0) + {l2_w0_o3 = (((1.5672) * f - 2.6445) * f + 0.0837) * f + 0.9976; + l2_w1_o3 = (((-0.7389) * f + 1.3652) * f - 0.6295) * f - 0.0004;} + else {l2_w0_o3 = (-1.1828) * f + 1.1298; + l2_w1_o3 = (0.0858) * f - 0.0792;} + vec4 w1_2 = l2_w0_o3; vec2 w12 = w1_2.xy + w1_2.zw; @@ -153,7 +159,7 @@ void main() res *= sqrt(scn*msk); float l = dot(vec3(0.29, 0.6, 0.11), res); - res *= mix(1.0, 1.1, l); + res *= mix(1.0, 1.2, l); res = mix(vec3(l), res, SAT); if (corn.y <= corn.x && CURV == 1.0 || corn.x < 0.0001 && CURV == 1.0 ) res = vec3(0.0);