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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
add parameters to dotmask shader
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@ -1,17 +1,29 @@
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#version 450
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#version 450
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/*
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Dot Mask
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Authors: cgwg, Timothy Lottes
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License: GPL
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Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 SourceSize;
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float DOTMASK_STRENGTH;
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float maskDark;
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float maskLight;
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float shadowMask;
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} global;
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} global;
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#define DOTMASK_STRENGTH 0.3
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
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#define maskDark 0.5
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#define maskLight 1.5
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define shadowMask 0.0
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#pragma parameter shadowMask "Mask Style" 3.0 0.0 4.0 1.0
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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#define mod_factor vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x
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@ -33,50 +45,50 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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// Shadow mask.
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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vec3 mask=vec3(global.maskDark,global.maskDark,global.maskDark);
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// Very compressed TV style shadow mask.
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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if (global.shadowMask == 1.0) {
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float line=maskLight;
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float line=global.maskLight;
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float odd=0.0;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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if(fract((pos.y+odd)/2.0)<0.5)line=global.maskDark;
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pos.x=fract(pos.x/3.0);
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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if(pos.x<0.333)mask.r=global.maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else if(pos.x<0.666)mask.g=global.maskLight;
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else mask.b=maskLight;
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else mask.b=global.maskLight;
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mask*=line;
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mask*=line;
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}
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}
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// Aperture-grille.
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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else if (global.shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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if(pos.x<0.333)mask.r=global.maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else if(pos.x<0.666)mask.g=global.maskLight;
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else mask.b=maskLight;
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else mask.b=global.maskLight;
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}
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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else if (global.shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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if(pos.x<0.333)mask.r=global.maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else if(pos.x<0.666)mask.g=global.maskLight;
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else mask.b=maskLight;
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else mask.b=global.maskLight;
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}
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}
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// VGA style shadow mask.
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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else if (global.shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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if(pos.x<0.333)mask.r=global.maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else if(pos.x<0.666)mask.g=global.maskLight;
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else mask.b=maskLight;
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else mask.b=global.maskLight;
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}
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}
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return mask;}
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return mask;}
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@ -85,14 +97,14 @@ void main()
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{
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{
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vec3 res = texture(Source, vTexCoord).rgb;
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vec3 res = texture(Source, vTexCoord).rgb;
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float mask = 1.0 - DOTMASK_STRENGTH;
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float mask = 1.0 - global.DOTMASK_STRENGTH;
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//cgwg's dotmask emulation:
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//cgwg's dotmask emulation:
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//Output pixels are alternately tinted green and magenta
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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floor(mod(mod_factor, 2.0)));
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if (shadowMask == 0) {
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if (global.shadowMask == 0) {
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res *= dotMaskWeights;
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res *= dotMaskWeights;
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}
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}
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else {
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else {
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