add crt-potato

This commit is contained in:
hunterk 2018-01-09 11:20:52 -06:00
parent b4203c5f8c
commit bf78706305
6 changed files with 241 additions and 0 deletions

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shaders = 1
shader0 = shaders/crt-potato/shader-files/crt-potato.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
textures = MASK
MASK = shaders/crt-potato/resources/crt-potato-thin.png
MASK_linear = false
MASK_wrap_mode = "repeat"

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shaders = 1
shader0 = shaders/crt-potato/shader-files/crt-potato.slang
filter_linear0 = false
scale_type0 = viewport
scale0 = 1.0
alias0 = "PASS0"
textures = MASK
MASK = shaders/crt-potato/resources/crt-potato-thick.png
MASK_linear = false
MASK_wrap_mode = "repeat"

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///////////////////////////////////////////////////////////////////////////
// //
// Copyright (C) 2017 - Brad Parker //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
#if defined(VERTEX)
////////////////////////////////////////////////////////////////////////////////
// Vertex shader //
////////////////////////////////////////////////////////////////////////////////
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 dot_size;
COMPAT_VARYING vec2 one_texel;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
////////////////////////////////////////////////////////////////////////////////
// Vertex definitions //
////////////////////////////////////////////////////////////////////////////////
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define video_scale floor(outsize.y * SourceSize.w)
// Size of the scaled video
//#define scaled_video_out (SourceSize.xy * vec2(video_scale))
//it's... half a pixel
#define half_pixel (vec2(0.5) * outsize.zw)
void main()
{
vec2 scaled_video_out = (InputSize.xy * vec2(video_scale));
// Remaps position to integer scaled output
gl_Position = MVPMatrix * VertexCoord;// / vec4( vec2(outsize.xy / scaled_video_out), 1.0, 1.0 );
TEX0.xy = TexCoord.xy;// + vec2(0.0, half_pixel);
dot_size = SourceSize.zw;
one_texel = 1.0 / (SourceSize.xy * video_scale);
}
#elif defined(FRAGMENT)
////////////////////////////////////////////////////////////////////////////////
// Fragment shader //
////////////////////////////////////////////////////////////////////////////////
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
uniform sampler2D MASK;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 dot_size;
COMPAT_VARYING vec2 one_texel;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
#define maskSize vec2(2., floor(outsize.y / InputSize.y + 0.000001))
////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////
#define curr_rgb COMPAT_TEXTURE(Source, vTexCoord)
#define mask_rgb COMPAT_TEXTURE(MASK, fract(gl_FragCoord.xy / maskSize))
void main()
{
FragColor = mask_rgb * curr_rgb;
}
#endif

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// Copyright (C) 2017 - Brad Parker //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define video_scale floor(params.OutputSize.y * params.SourceSize.w)
// Size of the scaled video
//#define scaled_video_out (params.SourceSize.xy * vec2(video_scale))
//it's... half a pixel
#define half_pixel (vec2(0.5) * params.OutputSize.zw)
#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 dot_size;
layout(location = 2) out vec2 one_texel;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 scaled_video_out = (params.SourceSize.xy * vec2(video_scale));
dot_size = params.SourceSize.zw;
one_texel = 1.0 / (params.SourceSize.xy * video_scale);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 dot_size;
layout(location = 2) in vec2 one_texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D MASK;
#define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001))
#define curr_rgb texture(Source, vTexCoord)
#define mask_rgb texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize))
void main()
{
FragColor = mask_rgb * curr_rgb;
}