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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
update crt-aperture and mame-hlsl
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7f6bb268f0
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caac993e37
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@ -21,6 +21,8 @@ layout(push_constant) uniform Push
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float MASK_SIZE;
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float SCANLINE_SIZE_MIN;
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float SCANLINE_SIZE_MAX;
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float SCANLINE_SHAPE;
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float SCANLINE_OFFSET;
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float GAMMA_INPUT;
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float GAMMA_OUTPUT;
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float BRIGHTNESS;
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@ -37,6 +39,8 @@ layout(push_constant) uniform Push
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#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 9.0 1.0
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#pragma parameter SCANLINE_SIZE_MIN "Scanline Size Min." 0.5 0.5 1.5 0.05
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#pragma parameter SCANLINE_SIZE_MAX "Scanline Size Max." 1.5 0.5 1.5 0.05
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#pragma parameter SCANLINE_SHAPE "Scanline Shape" 2.5 1.0 100.0 0.1
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#pragma parameter SCANLINE_OFFSET "Scanline Offset" 1.0 0.0 1.0 1.0
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#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.1
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#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.4 1.0 5.0 0.1
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#pragma parameter BRIGHTNESS "Brightness" 1.5 0.0 2.0 0.05
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@ -56,7 +60,7 @@ mat3x3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
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return mat3x3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx));
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}
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vec3 blur(mat3x3 m, float dist, float rad)
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vec3 blur(mat3 m, float dist, float rad)
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{
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vec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad;
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vec3 w = exp2(x * x * -1.0);
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@ -104,7 +108,7 @@ vec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp)
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vec3 get_scanline_weight(float x, vec3 col)
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{
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vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), col);
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vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), pow(col, vec3(1.0 / params.SCANLINE_SHAPE)));
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vec3 x_mul = 2.0 / beam;
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vec3 x_offset = x_mul * 0.5;
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@ -138,12 +142,18 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 col_glow = filter_gaussian(Source, vTexCoord, params.SourceSize.xy);
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vec3 col_soft = filter_lanczos(Source, vTexCoord, params.SourceSize.xy, params.SHARPNESS_IMAGE);
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vec3 col_sharp = filter_lanczos(Source, vTexCoord, params.SourceSize.xy, params.SHARPNESS_EDGES);
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float scale = floor(params.OutputSize.y * params.SourceSize.w);
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float offset = 1.0 / scale * 0.5;
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if (bool(mod(scale, 2.0))) offset = 0.0;
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vec2 co = (vTexCoord * params.SourceSize.xy - vec2(0.0, offset * params.SCANLINE_OFFSET)) * params.SourceSize.zw;
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vec3 col_glow = filter_gaussian(Source, co, params.SourceSize.xy);
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vec3 col_soft = filter_lanczos(Source, co, params.SourceSize.xy, params.SHARPNESS_IMAGE);
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vec3 col_sharp = filter_lanczos(Source, co, params.SourceSize.xy, params.SHARPNESS_EDGES);
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vec3 col = sqrt(col_sharp * col_soft);
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col *= get_scanline_weight(fract(vTexCoord.y * params.SourceSize.y), col_soft);
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col *= get_scanline_weight(fract(co.y * params.SourceSize.y), col_soft);
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col_glow = saturate(col_glow - col);
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col += col_glow * col_glow * params.GLOW_HALATION;
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col = mix(col, col * get_mask_weight(vTexCoord.x) * params.MASK_COLORS, params.MASK_STRENGTH);
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@ -12,6 +12,7 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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@ -83,8 +84,8 @@ float VignettingAmount = global.vignette_amount;
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float ReflectionAmount = global.reflection_amount;
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vec3 LightReflectionColor = vec3(global.reflection_col_r, global.reflection_col_g, global.reflection_col_b); // color temperature 5.000 Kelvin
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vec2 QuadDims = params.SourceSize.xy;
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vec2 TargetDims = params.OutputSize.xy;
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vec2 QuadDims = params.OutputSize.xy;
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vec2 TargetDims = params.FinalViewportSize.xy;
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float TargetScale = 1.0;
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float GetNoiseFactor(vec3 n, float random)
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@ -22,11 +22,14 @@ scale2 = 4.0
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shader3 = mame_deconverge.slang
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alias3 = DeconvergePass
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filter_linear3 = true
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scale_type3 = source
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scale3 = 0.5
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shader4 = mame_scanline.slang
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alias4 = ScanlinePass
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filter_linear4 = true
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scale_type4 = viewport
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scale_type4 = source
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scale4 = 2.0
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shader5 = mame_focus.slang
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alias5 = FocusPass
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@ -43,15 +46,16 @@ filter_linear7 = true
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shader8 = mame_chroma.slang
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alias8 = ChromaPass
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filter_linear8 = true
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scale_type8 = source
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shader9 = mame_downsample.slang
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alias9 = DownsamplePass
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filter_linear9 = true
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mipmap_input9 = true
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shader10 = mame_bloom.slang
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alias10 = BloomPass
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filter_linear10 = true
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mipmap_input10 = true
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shader11 = mame_distortion.slang
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alias11 = DistortionPass
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@ -63,7 +67,7 @@ filter_linear12 = true
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# mame's textures are available here: https://github.com/mamedev/mame/tree/master/artwork
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textures = "MaskTexture"
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MaskTexture = slot-mask.png
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MaskTexture = aperture-grille.png
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parameters = "AUTO_PRESCALE;chromaa_x;chromaa_y;chromab_x;chromab_y;chromac_x;chromac_y;ygain_r;ygain_g;ygain_b"
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chromaa_x = "0.630"
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@ -54,7 +54,7 @@ layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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#define SourceDims params.SourceSize.xy
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#define SourceDims params.OriginalSize.xy
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float AValue = global.avalue;
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float BValue = global.bvalue;
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@ -148,7 +148,7 @@ bool Chromaticity = bool(global.chromatoggle);
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#pragma parameter distortiontoggle "Distortion Toggle" 0.0 0.0 1.0 1.0
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bool Distortion = bool(global.distortiontoggle);
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#pragma parameter phosphortoggle "Phosphor Toggle" 0.0 0.0 1.0 1.0
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bool Passthrough = bool(global.phosphortoggle);
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bool Passthrough = !bool(global.phosphortoggle);
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#pragma parameter screenscale_x "Screen Scale X" 1.0 0.5 3.0 0.01
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#pragma parameter screenscale_y "Screen Scale Y" 1.0 0.5 3.0 0.01
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vec2 ScreenScale = vec2(global.screenscale_x, global.screenscale_y);
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@ -247,7 +247,7 @@ bool SwapXY = bool(global.swapxy);
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// Scanline Pass
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#pragma parameter scanlinealpha "Scanline Alpha" 0.5 0.0 1.0 0.01
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#pragma parameter scanlinescale "Scanline Scale" 1.0 1.0 5.0 1.0
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#pragma parameter scanlinescale "Scanline Scale" 5.0 1.0 5.0 1.0
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#pragma parameter scanlineheight "Scanline Height" 1.0 0.0 2.0 0.1
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#pragma parameter scanlinevariation "Scanline Variation" 1.0 0.0 5.0 0.5
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#pragma parameter scanlineoffset "Scanline Offset" 1.0 -1.5 3.0 0.1
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@ -12,6 +12,7 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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@ -35,8 +36,8 @@ float ScanlineOffset = global.scanlineoffset;
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float ScanlineBrightScale = global.scanlinebrightscale;
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float ScanlineBrightOffset = global.scanlinebrightoffset;
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vec2 QuadDims = params.SourceSize.xy;
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vec2 SourceDims = params.SourceSize.xy;
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vec2 QuadDims = params.FinalViewportSize.xy;
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vec2 SourceDims = params.OriginalSize.xy;
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vec2 GetAdjustedCoords(vec2 coord)
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{
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@ -102,7 +103,7 @@ void main()
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = BaseCoord.y;
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ScanlineCoord += SwapXY
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ScanlineCoord += (SwapXY)
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? QuadDims.x <= SourceDims.x * 2.0f
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? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f
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