diff --git a/film/resources/film_noise1.png b/film/resources/film_noise1.png new file mode 100644 index 0000000..b787dc4 Binary files /dev/null and b/film/resources/film_noise1.png differ diff --git a/film/shaders/film_noise.slang b/film/shaders/film_noise.slang new file mode 100644 index 0000000..a78e8f6 --- /dev/null +++ b/film/shaders/film_noise.slang @@ -0,0 +1,152 @@ +#version 450 + +// film noise +// by hunterk +// license: public domain + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float x_off_r, y_off_r, x_off_g, y_off_g, x_off_b, y_off_b, grain_str, + hotspot, vignette, noise_toggle, jitter, vig_flicker, vig_amt, technicolor; +} params; + +#pragma parameter jitter "Jitter Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter noise_toggle "Film Scratches" 1.0 0.0 1.0 1.0 +#pragma parameter hotspot "Hotspot Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter vig_flicker "Vignette Flicker Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter technicolor "Color Shift Intensity" 0.5 0.0 1.0 0.01 +#pragma parameter x_off_r "X Offset Red" 0.12 -1.0 1.0 0.01 +#pragma parameter y_off_r "Y Offset Red" 0.07 -1.0 1.0 0.01 +#pragma parameter x_off_g "X Offset Green" -0.06 -1.0 1.0 0.01 +#pragma parameter y_off_g "Y Offset Green" -0.08 -1.0 1.0 0.01 +#pragma parameter x_off_b "X Offset Blue" -0.11 -1.0 1.0 0.01 +#pragma parameter y_off_b "Y Offset Blue" 0.09 -1.0 1.0 0.01 +#pragma parameter grain_str "Grain Strength" 24.0 0.0 60.0 1.0 +#pragma parameter vig_amt "Vignette Amount" 0.15 0.0 1.0 0.01 + +#define x_off_r params.x_off_r +#define x_off_g params.x_off_g +#define x_off_b params.x_off_b +#define y_off_r params.y_off_r +#define y_off_g params.y_off_g +#define y_off_b params.y_off_b + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +float hash( float n ){ + return fract(sin(n)*43758.5453123); +} + +// global timer +float time = mod(params.FrameCount, 4268.); + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 centerCoord; +layout(location = 2) out vec2 noiseCoord; +layout(location = 3) out float hash_num1; +layout(location = 4) out float hash_num2; +layout(location = 5) out float hash_num3; +layout(location = 6) out float frame_hash; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + +// move the image to center-origin for consistent deconvergence effects + centerCoord = TexCoord - 0.5; +// jitter on the y-axis + centerCoord.y += 0.003 * hash(sin(mod(time, 403.))) * params.jitter; + +// calculate some magic pseudo-random numbers in the vertex for performance reasons + hash_num1 = sin(hash(mod(time, 147.0))); + hash_num2 = hash(cos(mod(time, 292.0))); + hash_num3 = cos(hash(mod(time, 361.0))); + frame_hash = hash(time); + +// flip the x/y axes pseudo-randomly to give the noise texture some variety + noiseCoord.x = (hash_num1 > 0.15) ? vTexCoord.x : 1.0 - vTexCoord.x; + noiseCoord.y = ((hash_num1 + hash_num2 - 0.5) > 0.66) ? vTexCoord.y : 1.0 - vTexCoord.y; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 centerCoord; +layout(location = 2) in vec2 noiseCoord; +layout(location = 3) in float hash_num1; +layout(location = 4) in float hash_num2; +layout(location = 5) in float hash_num3; +layout(location = 6) in float frame_hash; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D noise1; + +//https://www.shadertoy.com/view/4sXSWs strength= 16.0 +float filmGrain(vec2 uv, float strength, float timer ){ + float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(timer, 800.0) + 10.0) * 10.0); + return (mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength; +} + +const vec3 redfilter = vec3(1.0, 0.0, 0.0); +const vec3 bluegreenfilter = vec3(0.0, 1.0, 0.7); + +void main() +{ +// a simple calculation for the vignette/hotspot effects + vec2 middle = centerCoord; + float len = length(middle) / 1.25; + float vig = smoothstep(0.0, 1.0 - params.vig_amt, len); + +// create the noise/scratching effects from a LUT of actual film noise + vec4 film_noise1 = texture(noise1, noiseCoord.xx + (hash_num1 + hash_num3 - 0.85)); + vec4 film_noise2 = texture(noise1, noiseCoord.xy + (hash_num1 + hash_num2 - 0.85)); + +// set up color channel offsets / deconvergence + vec2 red_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5; + vec3 red_light = texture(Source, red_coord).rgb; + vec2 green_coord = (centerCoord + 0.01 * vec2(x_off_g, y_off_g)) + 0.5; + vec3 green_light = texture(Source, green_coord).rgb; + vec2 blue_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5; + vec3 blue_light = texture(Source, blue_coord).rgb; + +// composite the color channels + vec3 film = vec3(red_light.r, green_light.g, blue_light.b); + +// technicolor effect from aybe: +// https://github.com/aybe/RetroArch-shaders/blob/master/shaders/technicolor1.cg + vec3 redrecord = film * redfilter; + vec3 bluegreenrecord = film * bluegreenfilter; + vec3 rednegative = vec3(redrecord.r); + vec3 bluegreennegative = vec3((bluegreenrecord.g + bluegreenrecord.b) / 2.0); + vec3 redoutput = rednegative * redfilter; + vec3 bluegreenoutput = bluegreennegative * bluegreenfilter; + vec3 result = redoutput + bluegreenoutput; + film = mix(film, result, vec3(params.technicolor)); + +// apply film grain + film += filmGrain(vTexCoord.xy, params.grain_str, time / 10.); + +// apply vignetting and hotspot and vary the size a bit pseudo-randomly + float vig_mod = 1.0 + 0.1 * hash_num3 * params.vig_flicker; + film *= mix(1.0, 1.0 - vig, params.vignette * vig_mod); // Vignette + film += ((1.0 - vig) * 0.2) * params.hotspot * vig_mod; // Hotspot + +// Apply noise/scratching effects (or not) pseudo-randomly + if (frame_hash > 0.99 && params.noise_toggle > 0.5) + FragColor = vec4(mix(film, film_noise1.rgb, film_noise1.a), 1.0); + else if (frame_hash < 0.01 && params.noise_toggle > 0.5) + FragColor = vec4(mix(film, film_noise2.rgb, film_noise2.a), 1.0); + else + FragColor = vec4(film, 1.0); +} diff --git a/film/technicolor.slangp b/film/technicolor.slangp new file mode 100644 index 0000000..633cd5a --- /dev/null +++ b/film/technicolor.slangp @@ -0,0 +1,11 @@ +shaders = 2 + +shader0 = ../reshade/shaders/LUT/LUT.slang +shader1 = shaders/film_noise.slang + +textures = "SamplerLUT;noise1; + +SamplerLUT = ../reshade/shaders/LUT/cmyk-16.png +noise1 = resources/film_noise1.png +SamplerLUT_linear = true +noise1_linear = true