mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
add phosphorlut shader
This commit is contained in:
parent
ef130f1a00
commit
b21a18bc5f
41
crt/phosphorlut.slangp
Normal file
41
crt/phosphorlut.slangp
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
shaders = 5
|
||||||
|
|
||||||
|
shader0 = shaders/phosphorlut/scanlines-interlace-linearize.slang
|
||||||
|
alias0 = firstPass
|
||||||
|
scale0 = 2.0
|
||||||
|
scale_type0 = source
|
||||||
|
srgb_framebuffer0 = true
|
||||||
|
filter_linear0 = false
|
||||||
|
|
||||||
|
shader1 = ../blurs/blur5fast-vertical.slang
|
||||||
|
scale_type1 = source
|
||||||
|
scale1 = 1.0
|
||||||
|
srgb_framebuffer1 = true
|
||||||
|
filter_linear1 = true
|
||||||
|
alias1 = blurPassV
|
||||||
|
|
||||||
|
shader2 = ../blurs/blur5fast-horizontal.slang
|
||||||
|
alias2 = blurPass
|
||||||
|
filter_linear2 = true
|
||||||
|
scale2 = 1.0
|
||||||
|
scale_type2 = source
|
||||||
|
srgb_framebuffer2 = true
|
||||||
|
|
||||||
|
shader3 = shaders/phosphorlut/phosphorlut-pass0.slang
|
||||||
|
alias3 = phosphorPass
|
||||||
|
filter_linear3 = true
|
||||||
|
scale_type3 = source
|
||||||
|
scale_x3 = 4.0
|
||||||
|
scale_y3 = 2.0
|
||||||
|
srgb_framebuffer3 = true
|
||||||
|
|
||||||
|
shader4 = shaders/phosphorlut/phosphorlut-pass1.slang
|
||||||
|
filter_linear4 = true
|
||||||
|
|
||||||
|
textures = "Phosphors"
|
||||||
|
Phosphors = shaders/phosphorlut/luts/rgb-shadowmask.png
|
||||||
|
//Phosphors = shaders/phosphorlut/luts/cmy-shadowmask.png
|
||||||
|
//Phosphors = shaders/phosphorlut/luts/rgb-aperture-grille.png
|
||||||
|
//Phosphors = shaders/phosphorlut/luts/cmy-aperture-grille.png
|
||||||
|
//Phosphors = shaders/phosphorlut/luts/rgb-slotmask.png
|
||||||
|
//Phosphors = shaders/phosphorlut/luts/cmy-slotmask.png
|
BIN
crt/shaders/phosphorlut/luts/cmy-aperture-grille.png
Normal file
BIN
crt/shaders/phosphorlut/luts/cmy-aperture-grille.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
crt/shaders/phosphorlut/luts/cmy-shadowmask.png
Normal file
BIN
crt/shaders/phosphorlut/luts/cmy-shadowmask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
crt/shaders/phosphorlut/luts/cmy-slotmask.png
Normal file
BIN
crt/shaders/phosphorlut/luts/cmy-slotmask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
crt/shaders/phosphorlut/luts/rgb-aperture-grille.png
Normal file
BIN
crt/shaders/phosphorlut/luts/rgb-aperture-grille.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
crt/shaders/phosphorlut/luts/rgb-shadowmask.png
Normal file
BIN
crt/shaders/phosphorlut/luts/rgb-shadowmask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
BIN
crt/shaders/phosphorlut/luts/rgb-slotmask.png
Normal file
BIN
crt/shaders/phosphorlut/luts/rgb-slotmask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.8 KiB |
48
crt/shaders/phosphorlut/phosphorlut-pass0.slang
Normal file
48
crt/shaders/phosphorlut/phosphorlut-pass0.slang
Normal file
|
@ -0,0 +1,48 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float PHOSPHOR_SCALE_X;
|
||||||
|
float PHOSPHOR_SCALE_Y;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter PHOSPHOR_SCALE_X "Phosphor Scale X" 2.0 1.0 12.0 1.0
|
||||||
|
#pragma parameter PHOSPHOR_SCALE_Y "Phosphor Scale Y" 4.0 1.0 12.0 1.0
|
||||||
|
|
||||||
|
#define PHOSPHOR_SCALE_X params.PHOSPHOR_SCALE_X
|
||||||
|
#define PHOSPHOR_SCALE_Y params.PHOSPHOR_SCALE_Y
|
||||||
|
|
||||||
|
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;
|
||||||
|
layout(set = 0, binding = 3) uniform sampler2D Phosphors;
|
||||||
|
layout(set = 0, binding = 4) uniform sampler2D firstPass;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 screen = vec4(texture(firstPass, vTexCoord).rgb, 1.0);
|
||||||
|
vec2 LUTeffectiveCoord = vec2(fract(vTexCoord.x * params.SourceSize.x / PHOSPHOR_SCALE_X), fract(vTexCoord.y * params.SourceSize.y / PHOSPHOR_SCALE_Y));
|
||||||
|
vec4 phosphor_grid = vec4(texture(Phosphors, LUTeffectiveCoord).rgb, 1.0);
|
||||||
|
FragColor = screen * phosphor_grid;
|
||||||
|
}
|
52
crt/shaders/phosphorlut/phosphorlut-pass1.slang
Normal file
52
crt/shaders/phosphorlut/phosphorlut-pass1.slang
Normal file
|
@ -0,0 +1,52 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float diffusion;
|
||||||
|
float out_gamma;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter diffusion "Halation Strength" 0.5 0.0 1.0 0.01
|
||||||
|
#pragma parameter out_gamma "Display Gamma" 2.2 1.5 3.0 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;
|
||||||
|
|
||||||
|
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 firstPass;
|
||||||
|
layout(set = 0, binding = 3) uniform sampler2D blurPass;
|
||||||
|
layout(set = 0, binding = 4) uniform sampler2D phosphorPass;
|
||||||
|
//layout(set = 0, binding = 5) uniform sampler2D blurPassV;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 scanlines = texture(firstPass, vTexCoord).rgb;
|
||||||
|
// vec3 blurV = texture(blurPassV, vTexCoord).rgb;
|
||||||
|
vec3 blurH = texture(blurPass, vTexCoord).rgb;
|
||||||
|
vec3 blurLines = (scanlines + blurH) / 2.0;
|
||||||
|
vec3 phosphors = texture(phosphorPass, vTexCoord).rgb;
|
||||||
|
vec3 glow = (phosphors + blurH) / 2.0;
|
||||||
|
vec3 halation = mix(blurLines, phosphors, params.diffusion);
|
||||||
|
//vec3 halation = 1.0 - (1.0 - phosphors) * (1.0 - blurLines);
|
||||||
|
halation = 1.0 - (1.0 - halation) * (1.0 - scanlines);
|
||||||
|
FragColor = vec4(pow(halation, vec3(1.0 / params.out_gamma)), 1.0);
|
||||||
|
}
|
67
crt/shaders/phosphorlut/scanlines-interlace-linearize.slang
Normal file
67
crt/shaders/phosphorlut/scanlines-interlace-linearize.slang
Normal file
|
@ -0,0 +1,67 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 OutputSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 SourceSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float percent;
|
||||||
|
float enable_480i;
|
||||||
|
float top_field_first;
|
||||||
|
float input_gamma;
|
||||||
|
} registers;
|
||||||
|
|
||||||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
|
{
|
||||||
|
mat4 MVP;
|
||||||
|
} global;
|
||||||
|
|
||||||
|
#pragma parameter input_gamma "CRT Gamma" 2.5 0.0 5.0 0.1
|
||||||
|
#pragma parameter percent "Interlacing Scanline Bright %" 0.0 0.0 1.0 0.05
|
||||||
|
#pragma parameter enable_480i "Enable 480i Mode" 1.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter top_field_first "Top Field First Enable" 0.0 0.0 1.0 1.0
|
||||||
|
|
||||||
|
/*
|
||||||
|
Interlacing
|
||||||
|
Author: hunterk
|
||||||
|
License: Public domain
|
||||||
|
|
||||||
|
Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
|
||||||
|
This shader will un-weave the image, resulting in a standard, alternating-field interlacing.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#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;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 res = texture(Source, vTexCoord).rgba;
|
||||||
|
float y = 0.0;
|
||||||
|
float tick = registers.FrameCount;
|
||||||
|
|
||||||
|
// assume anything with a vertical resolution greater than 400 lines is interlaced
|
||||||
|
if (registers.SourceSize.y > 400.0)
|
||||||
|
{y = registers.SourceSize.y * vTexCoord.y + (tick * registers.enable_480i) + registers.top_field_first;}
|
||||||
|
else
|
||||||
|
{y = 2.0 * registers.SourceSize.y * vTexCoord.y + registers.top_field_first;}
|
||||||
|
|
||||||
|
if (mod(y, 1.99999) > 0.99999)
|
||||||
|
{res = res;}
|
||||||
|
else
|
||||||
|
{res = vec4(registers.percent) * res;}
|
||||||
|
FragColor = pow(res, vec4(registers.input_gamma));
|
||||||
|
}
|
Loading…
Reference in a new issue