diff --git a/crt/crt-cgwg-fast.slang b/crt/crt-cgwg-fast.slang new file mode 100644 index 0000000..e6a0aa7 --- /dev/null +++ b/crt/crt-cgwg-fast.slang @@ -0,0 +1,140 @@ +#version 450 +/* COMPATIBILITY + - HLSL compilers + - Cg compilers +*/ + +/* + cgwg's CRT shader + + Copyright (C) 2010-2011 cgwg, Themaister + + 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. + + (cgwg gave their consent to have their code distributed under the GPL in + this message: + + http://board.byuu.org/viewtopic.php?p=26075#p26075 + + "Feel free to distribute my shaders under the GPL. After all, the + barrel distortion code was taken from the Curvature shader, which is + under the GPL." + ) +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +/* TODO/FIXME - Wrap all these in a struct-like type so we can address +them in a struct-like way i.e. coords.c01 */ +layout(location = 1) out vec2 c01; +layout(location = 2) out vec2 c11; +layout(location = 3) out vec2 c21; +layout(location = 4) out vec2 c31; +layout(location = 5) out vec2 c02; +layout(location = 6) out vec2 c12; +layout(location = 7) out vec2 c22; +layout(location = 8) out vec2 c32; +layout(location = 9) out float mod_factor; +layout(location = 10) out vec2 ratio_scale; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + vec2 delta = 1.0 / global.SourceSize.xy; + float dx = delta.x; + float dy = delta.y; + + c01 = vTexCoord + vec2(-dx, 0.0); + c11 = vTexCoord + vec2(0.0, 0.0); + c21 = vTexCoord + vec2(dx, 0.0); + c31 = vTexCoord + vec2(2.0 * dx, 0.0); + c02 = vTexCoord + vec2(-dx, dy); + c12 = vTexCoord + vec2(0.0, dy); + c22 = vTexCoord + vec2(dx, dy); + c32 = vTexCoord + vec2(2.0 * dx, dy); + mod_factor = vTexCoord.x * global.OutputSize.x; + ratio_scale = vTexCoord * global.SourceSize.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 c01; +layout(location = 2) in vec2 c11; +layout(location = 3) in vec2 c21; +layout(location = 4) in vec2 c31; +layout(location = 5) in vec2 c02; +layout(location = 6) in vec2 c12; +layout(location = 7) in vec2 c22; +layout(location = 8) in vec2 c32; +layout(location = 9) in float mod_factor; +layout(location = 10) in vec2 ratio_scale; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +/* Config */ +#define CRTCGWG_GAMMA 2.7 + +#define TEX2D(c) texture(Source ,(c)) +#define PI 3.141592653589 + +void main() +{ + vec2 uv_ratio = fract(ratio_scale); + vec3 col, col2; + + mat4x3 texes0 = mat4x3(TEX2D(c01).xyz, TEX2D(c11).xyz, TEX2D(c21).xyz, TEX2D(c31).xyz); + mat4x3 texes1 = mat4x3(TEX2D(c02).xyz, TEX2D(c12).xyz, TEX2D(c22).xyz, TEX2D(c32).xyz); + + vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005; + coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs); + coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0)); + + vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33); + vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33); + + col = clamp(texes0 * coeffs, 0.0, 1.0); + col2 = clamp(texes1 * coeffs, 0.0, 1.0); + + vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0; + vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0; + + col = pow(col, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA)); + col2 = pow(col2, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA)); + + vec3 sqrt1 = inversesqrt(0.5 * wid); + vec3 sqrt2 = inversesqrt(0.5 * wid2); + + vec3 pow_mul1 = weights * sqrt1; + vec3 pow_mul2 = weights2 * sqrt2; + + vec3 div1 = 0.1320 * wid + 0.392; + vec3 div2 = 0.1320 * wid2 + 0.392; + + vec3 pow1 = -pow(pow_mul1, wid); + vec3 pow2 = -pow(pow_mul2, wid2); + + weights = exp(pow1) / div1; + weights2 = exp(pow2) / div2; + + vec3 multi = col * weights + col2 * weights2; + vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0))); + + FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0); +}