diff --git a/3dfx/3dfx_4x1.slangp b/3dfx/3dfx_4x1.slangp new file mode 100644 index 0000000..affc54e --- /dev/null +++ b/3dfx/3dfx_4x1.slangp @@ -0,0 +1,18 @@ +shaders = 6 +shader0 = shaders/3dfx_pass_0.slang +shader1 = shaders/3dfx_pass_1.slang +shader2 = shaders/3dfx_pass_1.slang +shader3 = shaders/3dfx_pass_1.slang +shader4 = shaders/3dfx_pass_1.slang +shader5 = shaders/3dfx_pass_2.slang + +filter_linear0 = true +filter_linear1 = true +filter_linear2 = true +filter_linear3 = true +filter_linear4 = true + +scale_type_x0 = "source" +scale_x0 = "1.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" \ No newline at end of file diff --git a/3dfx/shaders/3dfx_pass_0.slang b/3dfx/shaders/3dfx_pass_0.slang new file mode 100644 index 0000000..babe53c --- /dev/null +++ b/3dfx/shaders/3dfx_pass_0.slang @@ -0,0 +1,167 @@ +#version 450 + +// "LeiFX" shader - "dither" and reduction process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +// This table came from the wikipedia article about Ordered Dithering. NOT MAME. Just to clarify. +float erroredtable[16] = { + 16,4,13,1, + 8,12,5,9, + 14,2,15,3, + 6,10,7,11 +}; + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float LEIFX_LINES; +} params; + +#pragma parameter LEIFX_LINES "LeiFX Line Intensity" 0.05 0.00 1.00 0.01 + +#define LEIFX_LINES params.LEIFX_LINES + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define DITHERAMOUNT 0.5f // was 0.33f +#define DITHERBIAS -1 // 0 to 16, biases the value of the dither up. - was 8 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + float2 res; + float3 outcolor = tex2D(Source, vTexCoord).rgb; + res.x = params.SourceSize.x; + res.y = params.SourceSize.y; + + float2 ditheu = vTexCoord.xy * res.xy; + + ditheu.x = vTexCoord.x * res.x; + ditheu.y = vTexCoord.y * res.y; + + // Dither. Total rewrite. + // NOW, WHAT PIXEL AM I!?? + + int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4! + vec3 color; + vec3 colord; + color.r = outcolor.r * 255; + color.g = outcolor.g * 255; + color.b = outcolor.b * 255; + float yeh = 0.0; + float ohyes = 0.0; + +// for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = pow(erroredtable[yeh-15], 0.72f); + if (yeh++==ditdex) ohyes = erroredtable[0]; + else if (yeh++==ditdex) ohyes = erroredtable[1]; + else if (yeh++==ditdex) ohyes = erroredtable[2]; + else if (yeh++==ditdex) ohyes = erroredtable[3]; + else if (yeh++==ditdex) ohyes = erroredtable[4]; + else if (yeh++==ditdex) ohyes = erroredtable[5]; + else if (yeh++==ditdex) ohyes = erroredtable[6]; + else if (yeh++==ditdex) ohyes = erroredtable[7]; + else if (yeh++==ditdex) ohyes = erroredtable[8]; + else if (yeh++==ditdex) ohyes = erroredtable[9]; + else if (yeh++==ditdex) ohyes = erroredtable[10]; + else if (yeh++==ditdex) ohyes = erroredtable[11]; + else if (yeh++==ditdex) ohyes = erroredtable[12]; + else if (yeh++==ditdex) ohyes = erroredtable[13]; + else if (yeh++==ditdex) ohyes = erroredtable[14]; + else if (yeh++==ditdex) ohyes = erroredtable[15]; + + // Adjust the dither thing + ohyes = 17 - (ohyes - 1); // invert + ohyes *= DITHERAMOUNT; + ohyes += DITHERBIAS; + + colord.r = color.r + ohyes; + colord.g = color.g + (ohyes / 2); + colord.b = color.b + ohyes; + outcolor.rgb = colord.rgb * 0.003921568627451; // divide by 255, i don't trust em + + // + // Reduce to 16-bit color + // + + float3 why = float3(1.0); + float3 reduceme = float3(1.0); + float radooct = 32; // 32 is usually the proper value + + reduceme.r = pow(outcolor.r, why.r); + reduceme.r *= radooct; + reduceme.r = int(floor(reduceme.r)); + reduceme.r /= radooct; + reduceme.r = pow(reduceme.r, why.r); + + reduceme.g = pow(outcolor.g, why.g); + reduceme.g *= radooct * 2; + reduceme.g = int(floor(reduceme.g)); + reduceme.g /= radooct * 2; + reduceme.g = pow(reduceme.g, why.g); + + reduceme.b = pow(outcolor.b, why.b); + reduceme.b *= radooct; + reduceme.b = int(floor(reduceme.b)); + reduceme.b /= radooct; + reduceme.b = pow(reduceme.b, why.b); + + outcolor.rgb = reduceme.rgb; + + // Add the purple line of lineness here, so the filter process catches it and gets gammaed. + { + float leifx_linegamma = (LEIFX_LINES / 10); + float horzline1 = (mod(ditheu.y, 2.0)); + if (horzline1 < 1) leifx_linegamma = 0; + + outcolor.r += leifx_linegamma; + outcolor.b += leifx_linegamma; + } + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file diff --git a/3dfx/shaders/3dfx_pass_1.slang b/3dfx/shaders/3dfx_pass_1.slang new file mode 100644 index 0000000..31ae2c1 --- /dev/null +++ b/3dfx/shaders/3dfx_pass_1.slang @@ -0,0 +1,109 @@ +#version 450 + +// "LeiFX" shader - Pixel filtering process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +#define FILTCAP 0.04 // filtered pixel should not exceed this +#define FILTCAPG (FILTCAP / 2) +#define LEIFX_PIXELWIDTH 0.50f + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + float3 outcolor = tex2D(Source, vTexCoord).rgb; + + float2 pixel; + + pixel.x = params.SourceSize.z; + pixel.y = params.SourceSize.w; + + float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x), 0)).rgb; + float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x, 0)).rgb; + float3 pixelblend; + +// New filter + { + float3 pixeldiff; + float3 pixelmake; + float3 pixeldiffleft; + + pixelmake.rgb = float3(0.0); + pixeldiff.rgb = pixel2.rgb- outcolor.rgb; + + pixeldiffleft.rgb = pixel1.rgb - outcolor.rgb; + + if (pixeldiff.r > FILTCAP) pixeldiff.r = FILTCAP; + if (pixeldiff.g > FILTCAPG) pixeldiff.g = FILTCAPG; + if (pixeldiff.b > FILTCAP) pixeldiff.b = FILTCAP; + + if (pixeldiff.r < -FILTCAP) pixeldiff.r = -FILTCAP; + if (pixeldiff.g < -FILTCAPG) pixeldiff.g = -FILTCAPG; + if (pixeldiff.b < -FILTCAP) pixeldiff.b = -FILTCAP; + + if (pixeldiffleft.r > FILTCAP) pixeldiffleft.r = FILTCAP; + if (pixeldiffleft.g > FILTCAPG) pixeldiffleft.g = FILTCAPG; + if (pixeldiffleft.b > FILTCAP) pixeldiffleft.b = FILTCAP; + + if (pixeldiffleft.r < -FILTCAP) pixeldiffleft.r = -FILTCAP; + if (pixeldiffleft.g < -FILTCAPG) pixeldiffleft.g = -FILTCAPG; + if (pixeldiffleft.b < -FILTCAP) pixeldiffleft.b = -FILTCAP; + + pixelmake.rgb = (pixeldiff.rgb / 4) + (pixeldiffleft.rgb / 16); + outcolor.rgb = (outcolor.rgb + pixelmake.rgb); + } + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file diff --git a/3dfx/shaders/3dfx_pass_2.slang b/3dfx/shaders/3dfx_pass_2.slang new file mode 100644 index 0000000..6f46ed9 --- /dev/null +++ b/3dfx/shaders/3dfx_pass_2.slang @@ -0,0 +1,90 @@ +#version 450 + + +// "LeiFX" shader - Gamma process +// +// Copyright (C) 2013-2014 leilei +// +// This program is free software; you can redistribute it and/or modify it +// under the terms of the GNU General Public License as published by the Free +// Software Foundation; either version 2 of the License, or (at your option) +// any later version. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float GAMMA_LEVEL; +} params; + +#pragma parameter GAMMA_LEVEL "LeiFX Gamma Correction" 1.3 0.00 2.00 0.01 + +#define GAMMA_LEVEL params.GAMMA_LEVEL + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define saturate(c) clamp(c, 0.0, 1.0) +#define lerp(c) mix(c) +#define mul(a,b) (b*a) +#define fmod(c) mod(c) +#define frac(c) fract(c) +#define tex2D(c,d) texture(c,d) +#define float2 vec2 +#define float3 vec3 +#define float4 vec4 +#define int2 ivec2 +#define int3 ivec3 +#define int4 ivec4 +#define bool2 bvec2 +#define bool3 bvec3 +#define bool4 bvec4 +#define float2x2 mat2x2 +#define float3x3 mat3x3 +#define float4x4 mat4x4 + +float mod2(float x, float y) +{ + return x - y * floor (x/y); +} + +//float GAMMA_LEVEL = 1.0; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + float3 outcolor = tex2D(Source, vTexCoord).rgb; + + float2 res; + res.x = params.SourceSize.x; + res.y = params.SourceSize.y; + + // Gamma scanlines + // the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not + // but it was enough to brainwash the competition for looking 'too dark' + + outcolor.r = pow(outcolor.r, 1.0 / GAMMA_LEVEL); + outcolor.g = pow(outcolor.g, 1.0 / GAMMA_LEVEL); + outcolor.b = pow(outcolor.b, 1.0 / GAMMA_LEVEL); + + FragColor = vec4(outcolor, 1.0); +} \ No newline at end of file