diff --git a/crt/crt-caligari.slangp b/crt/crt-caligari.slangp new file mode 100644 index 0000000..a7340b8 --- /dev/null +++ b/crt/crt-caligari.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/crt-caligari.slang +filter_linear0 = false +scale_type_0 = source diff --git a/crt/shaders/crt-caligari.slang b/crt/shaders/crt-caligari.slang new file mode 100644 index 0000000..978febb --- /dev/null +++ b/crt/shaders/crt-caligari.slang @@ -0,0 +1,146 @@ +#version 450 + +/* + Phosphor shader - Copyright (C) 2011 caligari. + + Ported by Hyllian. + + 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 program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SPOT_WIDTH; + float SPOT_HEIGHT; + float COLOR_BOOST; + float InputGamma; + float OutputGamma; +} params; + +// 0.5 = the spot stays inside the original pixel +// 1.0 = the spot bleeds up to the center of next pixel +#pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.1 1.5 0.05 +#pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.65 0.1 1.5 0.05 +// Used to counteract the desaturation effect of weighting. +#pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05 +// Constants used with gamma correction. +#pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1 +#pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1 + +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; +layout(location = 1) out vec2 onex; +layout(location = 2) out vec2 oney; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + onex = vec2(params.SourceSize.z, 0.0); + oney = vec2(0.0, params.SourceSize.w); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 onex; +layout(location = 2) in vec2 oney; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define GAMMA_IN(color) pow(color,vec4(params.InputGamma)) +#define GAMMA_OUT(color) pow(color, vec4(1.0 / params.OutputGamma)) + +#define TEX2D(coords) GAMMA_IN( texture(Source, coords) ) + +// Macro for weights computing +#define WEIGHT(w) \ + if(w>1.0) w=1.0; \ +w = 1.0 - w * w; \ +w = w * w; + +void main() +{ + vec2 coords = ( vTexCoord * params.SourceSize.xy ); + vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5); + vec2 texture_coords = pixel_center * params.SourceSize.zw; + + vec4 color = TEX2D( texture_coords ); + + float dx = coords.x - pixel_center.x; + + float h_weight_00 = dx / params.SPOT_WIDTH; + WEIGHT( h_weight_00 ); + + color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 ); + + // get closest horizontal neighbour to blend + vec2 coords01; + if (dx>0.0) { + coords01 = onex; + dx = 1.0 - dx; + } else { + coords01 = -onex; + dx = 1.0 + dx; + } + vec4 colorNB = TEX2D( texture_coords + coords01 ); + + float h_weight_01 = dx / params.SPOT_WIDTH; + WEIGHT( h_weight_01 ); + + color = color + colorNB * vec4( h_weight_01 ); + + ////////////////////////////////////////////////////// + // Vertical Blending + float dy = coords.y - pixel_center.y; + float v_weight_00 = dy / params.SPOT_HEIGHT; + WEIGHT( v_weight_00 ); + color *= vec4( v_weight_00 ); + + // get closest vertical neighbour to blend + vec2 coords10; + if (dy>0.0) { + coords10 = oney; + dy = 1.0 - dy; + } else { + coords10 = -oney; + dy = 1.0 + dy; + } + colorNB = TEX2D( texture_coords + coords10 ); + + float v_weight_10 = dy / params.SPOT_HEIGHT; + WEIGHT( v_weight_10 ); + + color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 ); + + colorNB = TEX2D( texture_coords + coords01 + coords10 ); + + color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 ); + + color *= vec4( params.COLOR_BOOST ); + + FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 ); +} \ No newline at end of file