Small updates

This commit is contained in:
Isaac 2023-01-21 12:23:33 +01:00
parent 99d5c24fd3
commit aa215b821e

View file

@ -1,9 +1,9 @@
#version 450
/*
crt-1tap v1.0 by fishku
crt-1tap v1.1 by fishku
Copyright (C) 2023
Public domain license
Public domain license (CC0)
Extremely fast and lightweight dynamic scanline shader.
Contrasty and sharp output. Easy to configure.
@ -21,15 +21,17 @@
for even and odd integer scaling.
Changelog:
v1.1: Update license; Better defaults; Don't compute alpha.
v1.0: Initial release.
*/
// clang-format off
#pragma parameter CRT1TAP_SETTINGS "=== CRT-1tap settings ===" 0.0 0.0 1.0 1.0
#pragma parameter MIN_THICK "MIN_THICK: Scanline thickness of dark pixels." 0.3 0.0 1.4 0.05
#pragma parameter MAX_THICK "MAX_THICK: Scanline thickness of bright pixels." 1.05 0.0 1.4 0.05
#pragma parameter V_SHARP "V_SHARP: Vertical sharpness of the scanline" 0.2 0.0 1.0 0.05
#pragma parameter H_SHARP "H_SHARP: Horizontal sharpness of pixel transitions." 0.15 0.0 1.0 0.05
#pragma parameter SUBPX_POS "SUBPX_POS: Scanline subpixel position." 0.05 -0.5 0.5 0.01
#pragma parameter SUBPX_POS "SUBPX_POS: Scanline subpixel position." 0.15 -0.5 0.5 0.01
#pragma parameter THICK_FALLOFF "THICK_FALLOFF: Reduction of thinner scanlines." 0.65 0.2 2.0 0.05
// clang-format on
@ -79,23 +81,20 @@ void main() {
const float src_x =
src_x_int + o -
0.5f * s *
pow(2.0f * (o - s * src_x_fract), mix(1.5f, 10.0f, param.H_SHARP));
pow(2.0f * (o - s * src_x_fract), mix(1.0f, 6.0f, param.H_SHARP));
const vec4 signal =
const vec3 signal =
texture(Source, vec2((src_x + 0.5f) * param.SourceSize.z,
(src_y_int + 0.5f) * param.SourceSize.w));
(src_y_int + 0.5f) * param.SourceSize.w))
.rgb;
// Vectorize operations for speed.
const float eff_v_sharp = 5.0f + 100.0f * param.V_SHARP * param.V_SHARP;
const vec4 min_thick = {param.MIN_THICK, param.MIN_THICK, param.MIN_THICK,
param.MIN_THICK};
const vec4 max_thick = {param.MAX_THICK, param.MAX_THICK, param.MAX_THICK,
param.MAX_THICK};
const vec4 thick_falloff = {param.THICK_FALLOFF, param.THICK_FALLOFF,
param.THICK_FALLOFF, param.THICK_FALLOFF};
FragColor =
signal * clamp(eff_v_sharp * ((pow(mix(min_thick, max_thick, signal),
thick_falloff) *
const float eff_v_sharp = 3.0f + 50.0f * param.V_SHARP * param.V_SHARP;
FragColor.rgb =
signal *
clamp(eff_v_sharp *
((pow(mix(param.MIN_THICK.xxx, param.MAX_THICK.xxx, signal),
param.THICK_FALLOFF.xxx) *
0.5f) -
abs(src_y_fract - 0.5f)),
0.0f, 1.0f);