diff --git a/crt/fakelottes.slangp b/crt/fakelottes.slangp new file mode 100644 index 0000000..01897c4 --- /dev/null +++ b/crt/fakelottes.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/fakelottes.slang +filter_linear0 = true \ No newline at end of file diff --git a/crt/shaders/fakelottes.slang b/crt/shaders/fakelottes.slang new file mode 100644 index 0000000..942f9b0 --- /dev/null +++ b/crt/shaders/fakelottes.slang @@ -0,0 +1,199 @@ +#version 450 + +// Simple scanlines with curvature and mask effects lifted from crt-lottes +// by hunterk + +//////////////////////////////////////////////////////////////////// +//////////////////////////// SETTINGS //////////////////////////// +///// comment these lines to disable effects and gain speed ////// +//////////////////////////////////////////////////////////////////// + +#define MASK // fancy, expensive phosphor mask effect +#define CURVATURE // applies barrel distortion to the screen +#define SCANLINES // applies horizontal scanline effect +//#define ROTATE_SCANLINES // for TATE games; also disables the mask effects, which look bad with it +#define EXTRA_MASKS // disable these if you need extra registers freed up + +//////////////////////////////////////////////////////////////////// +////////////////////////// END SETTINGS ////////////////////////// +//////////////////////////////////////////////////////////////////// + +// prevent stupid behavior +#if defined ROTATE_SCANLINES && !defined SCANLINES + #define SCANLINES +#endif + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float shadowMask; + float SCANLINE_SINE_COMP_B; + float warpX; + float warpY; + float maskDark; + float maskLight; + float crt_gamma; + float monitor_gamma; + float SCANLINE_SINE_COMP_A; + float SCANLINE_BASE_BRIGHTNESS; +} params; + +#pragma parameter shadowMask "shadowMask" 1.0 0.0 4.0 1.0 +#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.40 0.0 1.0 0.05 +#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 +#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 +#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 +#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 +#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05 +#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05 +#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01 +#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#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; + +vec4 scanline(vec2 coord, vec4 frame) +{ +#if defined SCANLINES + vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); + vec2 sine_comp = vec2(params.SCANLINE_SINE_COMP_A, params.SCANLINE_SINE_COMP_B); + vec3 res = frame.xyz; + #ifdef ROTATE_SCANLINES + sine_comp = sine_comp.yx; + omega = omega.yx; + #endif + vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); + + return vec4(scanline.x, scanline.y, scanline.z, 1.0); +#else + return frame; +#endif +} + +#ifdef CURVATURE +// Distortion of scanlines, and end of screen alpha. +vec2 Warp(vec2 pos) +{ + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); + + return pos*0.5 + 0.5; +} +#endif + +#if defined MASK && !defined ROTATE_SCANLINES + // Shadow mask. + vec4 Mask(vec2 pos) + { + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); + + // Very compressed TV style shadow mask. + if (params.shadowMask == 1.0) + { + float line = params.maskLight; + float odd = 0.0; + + if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; + + pos.x = fract(pos.x*0.333333333); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + mask*=line; + } + + // Aperture-grille. + else if (params.shadowMask == 2.0) + { + pos.x = fract(pos.x*0.333333333); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + #ifdef EXTRA_MASKS + // These can cause moire with curvature and scanlines + // so they're an easy target for freeing up registers + + // Stretched VGA style shadow mask (same as prior shaders). + else if (params.shadowMask == 3.0) + { + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + + // VGA style shadow mask. + else if (params.shadowMask == 4.0) + { + pos.xy = floor(pos.xy*vec2(1.0, 0.5)); + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + #endif + + else mask = vec3(1.,1.,1.); + + return vec4(mask, 1.0); + } +#endif + +void main() +{ +#ifdef CURVATURE + vec2 pos = Warp(vTexCoord.xy); +#else + vec2 pos = vTexCoord.xy; +#endif + +#if defined MASK && !defined ROTATE_SCANLINES + // mask effects look bad unless applied in linear gamma space + vec4 in_gamma = vec4(params.monitor_gamma, params.monitor_gamma, params.monitor_gamma, 1.0); + vec4 out_gamma = vec4(1.0 / params.crt_gamma, 1.0 / params.crt_gamma, 1.0 / params.crt_gamma, 1.0); + vec4 res = pow(texture(Source, pos), in_gamma); +#else + vec4 res = texture(Source, pos); +#endif + +#if defined MASK && !defined ROTATE_SCANLINES + // apply the mask; looks bad with vert scanlines so make them mutually exclusive + res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001); +#endif + +#if defined MASK && !defined ROTATE_SCANLINES + // re-apply the gamma curve for the mask path + FragColor = pow(scanline(pos, res), out_gamma); +#else + FragColor = scanline(pos, res); +#endif +} \ No newline at end of file