mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
add crt-caligari
This commit is contained in:
parent
30ab72245e
commit
b196ec57df
5
crt/crt-caligari.slangp
Normal file
5
crt/crt-caligari.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/crt-caligari.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
146
crt/shaders/crt-caligari.slang
Normal file
146
crt/shaders/crt-caligari.slang
Normal file
|
@ -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 );
|
||||
}
|
Loading…
Reference in a new issue