mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
remove broken crt-easymode-halation since a working version exists
This commit is contained in:
parent
eb1b90e0a2
commit
cdd260242e
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shaders = "5"
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shader0 = "shaders/crt-easymode-halation/linearize.slang"
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filter_linear0 = "false"
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srgb_framebuffer0 = "true"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = "shaders/crt-easymode-halation/blur_horiz.slang"
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filter_linear1 = "false"
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srgb_framebuffer1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.000000"
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scale_type_y1 = "source"
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scale_y1 = "1.000000"
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shader2 = "shaders/glow/blur_vert.slang"
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filter_linear2 = "false"
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srgb_framebuffer2 = "true"
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scale_type_x2 = "source"
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scale_x2 = "1.000000"
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scale_type_y2 = "source"
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scale_y2 = "1.000000"
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shader3 = "shaders/crt-easymode-halation/threshold.slang"
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filter_linear3 = "false"
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srgb_framebuffer3 = "true"
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scale_type_x3 = "source"
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scale_x3 = "1.000000"
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scale_type_y3 = "source"
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scale_y3 = "1.000000"
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shader4 = "shaders/crt-easymode-halation/crt-easymode-halation.slang"
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filter_linear4 = "true"
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#include "blur_params.inc"
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#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dx = global.SourceSize.z;
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float k_total = 0.0;
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for (int i = -TAPS; i <= TAPS; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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// Higher value, more centered glow.
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// Lower values might need more taps.
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#define GLOW_FALLOFF 0.35
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#define TAPS 4
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#version 450
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/*
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CRT Shader by EasyMode
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License: GPL
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*/
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layout(push_constant) uniform Push
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{
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float BRIGHTNESS;
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float DIFFUSION;
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float GAMMA_OUTPUT;
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float GEOM_CORNER_SIZE;
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float GEOM_CORNER_SMOOTH;
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float GEOM_CURVATURE;
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float GEOM_WARP;
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float HALATION;
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float INTERLACING_TOGGLE;
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float MASK_SIZE;
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float MASK_STRENGTH_MAX;
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float MASK_STRENGTH_MIN;
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float MASK_TYPE;
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float SCANLINE_BEAM_MAX;
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float SCANLINE_BEAM_MIN;
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float SCANLINE_STRENGTH_MAX;
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float SCANLINE_STRENGTH_MIN;
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float SHARPNESS_H;
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float SHARPNESS_V;
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} param;
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#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.2 0.1 5.0 0.01
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#pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.6 0.0 1.0 0.05
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#pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
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#pragma parameter MASK_TYPE "Mask Type" 4.0 0.0 7.0 1.0
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#pragma parameter MASK_STRENGTH_MIN "Mask Strength Min." 0.2 0.0 0.5 0.01
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#pragma parameter MASK_STRENGTH_MAX "Mask Strength Max." 0.2 0.0 0.5 0.01
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#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
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#pragma parameter SCANLINE_STRENGTH_MIN "Scanline Strength Min." 0.2 0.0 1.0 0.05
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#pragma parameter SCANLINE_STRENGTH_MAX "Scanline Strength Max." 0.4 0.0 1.0 0.05
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#pragma parameter SCANLINE_BEAM_MIN "Scanline Beam Min." 1.0 0.25 5.0 0.05
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#pragma parameter SCANLINE_BEAM_MAX "Scanline Beam Max." 1.0 0.25 5.0 0.05
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#pragma parameter GEOM_CURVATURE "Geom Curvature" 0.0 0.0 0.1 0.01
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#pragma parameter GEOM_WARP "Geom Warp" 0.0 0.0 0.1 0.01
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#pragma parameter GEOM_CORNER_SIZE "Geom Corner Size" 0.0 0.0 0.1 0.01
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#pragma parameter GEOM_CORNER_SMOOTH "Geom Corner Smoothness" 150.0 50.0 1000.0 25.0
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#pragma parameter INTERLACING_TOGGLE "Interlacing Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter HALATION "Halation" 0.03 0.0 1.0 0.01
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#pragma parameter DIFFUSION "Diffusion" 0.0 0.0 1.0 0.01
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#pragma parameter BRIGHTNESS "Brightness" 1.0 0.0 2.0 0.05
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#define FIX(c) max(abs(c), 1e-5)
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#define PI 3.141592653589
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#define TEX2D(c) texture(tex, c)
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D PassOutput0;
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float curve_distance(float x, float sharp)
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{
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float x_step = step(0.5, x);
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float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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vec4 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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vec4 col = coeffs * color_matrix;
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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return clamp(col, sample_min, sample_max);
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}
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float get_scanline_weight(float pos, float beam, float strength)
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{
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float weight = 1.0 - pow(cos(pos * 2.0 * PI) * 0.5 + 0.5, beam);
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return weight * strength * 2.0 + (1.0 - strength);
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}
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vec2 curve_coordinate(vec2 co, float curvature)
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{
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vec2 curve = vec2(curvature, curvature * 0.75);
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vec2 co2 = co + co * curve - curve * 0.5;
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vec2 co_weight = vec2(co.y, co.x) * 2.0 - 1.0;
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return mix(co, co2, co_weight * co_weight);
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}
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float get_corner_weight(vec2 co, vec2 corner, float smoothness)
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{
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co = min(co, vec2(1.0) - co) * vec2(1.0, 0.75);
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co = (corner - min(co, corner));
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float corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smoothness, 0.0, 1.0);
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return mix(1.0, corner_weight, ceil(corner.x));
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}
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void main()
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{
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vec2 tex_size = global.SourceSize.xy;
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vec2 midpoint = vec2(0.5, 0.5);
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float scan_offset = 0.0;
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if (param.INTERLACING_TOGGLE > 0.0 && global.SourceSize.y >= 400)
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{
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tex_size.y *= 0.5;
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if (mod(float(global.FrameCount), 2.0) > 0.0)
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{
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midpoint.y = 0.75;
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scan_offset = 0.5;
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}
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else
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midpoint.y = 0.25;
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}
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vec2 co = vTexCoord * tex_size * global.SourceSize.zw;
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vec2 xy = curve_coordinate(co, param.GEOM_WARP);
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xy *= global.SourceSize.xy / tex_size;
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vec2 dx = vec2(1.0 / tex_size.x, 0.0);
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vec2 dy = vec2(0.0, 1.0 / tex_size.y);
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vec2 pix_co = xy * tex_size - midpoint;
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vec2 tex_co = (floor(pix_co) + midpoint) / tex_size;
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vec2 dist = fract(pix_co);
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vec2 curve = vec2(
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curve_distance(dist.x, param.SHARPNESS_H * param.SHARPNESS_H),
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curve_distance(dist.y, param.SHARPNESS_V * param.SHARPNESS_V)
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);
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mat2x4 coeffs = mat2x4(
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PI * vec4(1.0 + curve.x, curve.x, 1.0 - curve.x, 2.0 - curve.x),
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PI * vec4(1.0 + curve.y, curve.y, 1.0 - curve.y, 2.0 - curve.y)
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);
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coeffs[0] = FIX(coeffs[0]);
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coeffs[0] = 2.0 * sin(coeffs[0]) * sin(coeffs[0] * 0.5) / (coeffs[0] * coeffs[0]);
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coeffs[0] /= dot(coeffs[0], vec4(1.0));
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coeffs[1] = FIX(coeffs[1]);
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coeffs[1] = 2.0 * sin(coeffs[1]) * sin(coeffs[1] * 0.5) / (coeffs[1] * coeffs[1]);
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coeffs[1] /= dot(coeffs[1], vec4(1.0));
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mat4x4 color_matrix = mat4x4(
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filter_lanczos(coeffs[0], get_color_matrix(PassOutput0, tex_co - dy, dx)),
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filter_lanczos(coeffs[0], get_color_matrix(PassOutput0, tex_co, dx)),
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filter_lanczos(coeffs[0], get_color_matrix(PassOutput0, tex_co + dy, dx)),
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filter_lanczos(coeffs[0], get_color_matrix(PassOutput0, tex_co + 2.0 * dy, dx))
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);
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vec3 col = filter_lanczos(coeffs[1], color_matrix).rgb;
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vec3 diff = texture(Source, xy).rgb;
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float rgb_max = max(col.r, max(col.g, col.b));
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float sample_offset = (global.SourceSize.y * global.OutputSize.w) * 0.5;
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float scan_pos = xy.y * tex_size.y + scan_offset;
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float scan_strength = mix(param.SCANLINE_STRENGTH_MAX, param.SCANLINE_STRENGTH_MIN, rgb_max);
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float scan_beam = clamp(rgb_max * param.SCANLINE_BEAM_MAX, param.SCANLINE_BEAM_MIN, param.SCANLINE_BEAM_MAX);
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vec4 mask_config = vec4(0.0);
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if (param.MASK_TYPE == 1) mask_config = vec4(2.0, 1.0, 1.0, 0.0);
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else if (param.MASK_TYPE == 2) mask_config = vec4(3.0, 1.0, 1.0, 0.0);
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else if (param.MASK_TYPE == 3) mask_config = vec4(2.1, 1.0, 1.0, 0.0);
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else if (param.MASK_TYPE == 4) mask_config = vec4(3.1, 1.0, 1.0, 0.0);
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else if (param.MASK_TYPE == 5) mask_config = vec4(2.0, 1.0, 1.0, 1.0);
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else if (param.MASK_TYPE == 6) mask_config = vec4(3.0, 2.0, 1.0, 3.0);
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else if (param.MASK_TYPE == 7) mask_config = vec4(3.0, 2.0, 2.0, 3.0);
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float mask_colors = floor(mask_config.x);
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float mask_dot_width = mask_config.y;
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float mask_dot_height = mask_config.z;
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float mask_stagger = mask_config.w;
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float mask_dither = fract(mask_config.x) * 10.0;
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vec2 mod_fac = floor(
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vTexCoord * global.OutputSize.xy /
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(vec2(param.MASK_SIZE, mask_dot_height * param.MASK_SIZE))
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);
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * mask_stagger) / mask_dot_width, mask_colors));
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int dither = int(mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0));
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float mask_strength = mix(param.MASK_STRENGTH_MAX, param.MASK_STRENGTH_MIN, rgb_max);
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float mask_dark = 1.0 - mask_strength;
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float mask_bright = 1.0 + mask_strength * 2.0;
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vec3 mask_weight = vec3(mask_dark, mask_dark, mask_bright);
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if (dot_no == 0) mask_weight = mix(vec3(mask_bright), vec3(mask_bright, mask_dark, mask_dark), mask_colors - 2.0);
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else if (dot_no == 1) mask_weight = mix(vec3(mask_dark), vec3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0);
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float mask_mul = dither > 0 ? mask_dark : mask_bright;
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mask_weight *= mix(1.0, mask_mul, mask_dither);
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mask_weight = mix(vec3(1.0), mask_weight, clamp(param.MASK_TYPE, 0.0, 1.0));
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vec3 col2 = (col * mask_weight) * param.BRIGHTNESS;
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float scan_weight = get_scanline_weight(scan_pos - sample_offset, scan_beam, scan_strength);
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col = clamp(col2 * scan_weight, 0.0, 1.0);
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scan_weight = get_scanline_weight(scan_pos, scan_beam, scan_strength);
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col += clamp(col2 * scan_weight, 0.0, 1.0);
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scan_weight = get_scanline_weight(scan_pos + sample_offset, scan_beam, scan_strength);
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col += clamp(col2 * scan_weight, 0.0, 1.0);
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col *= 0.333333333;
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float corner_weight = get_corner_weight(
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curve_coordinate(co, param.GEOM_CURVATURE),
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vec2(param.GEOM_CORNER_SIZE),
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param.GEOM_CORNER_SMOOTH
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);
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col *= vec3(corner_weight);
|
|
||||||
col += diff * mask_weight * param.HALATION * vec3(corner_weight);
|
|
||||||
col += diff * param.DIFFUSION * vec3(corner_weight);
|
|
||||||
col = pow(col, vec3(1.0 / param.GAMMA_OUTPUT));
|
|
||||||
|
|
||||||
FragColor = vec4(col, 1.0);
|
|
||||||
}
|
|
|
@ -1,37 +0,0 @@
|
||||||
#version 450
|
|
||||||
|
|
||||||
layout(push_constant) uniform Push
|
|
||||||
{
|
|
||||||
float GAMMA_INPUT;
|
|
||||||
} param;
|
|
||||||
|
|
||||||
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.01
|
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
|
||||||
{
|
|
||||||
mat4 MVP;
|
|
||||||
vec4 OutputSize;
|
|
||||||
vec4 OriginalSize;
|
|
||||||
vec4 SourceSize;
|
|
||||||
} 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;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
FragColor = vec4(pow(texture(Source, vTexCoord), vec4(param.GAMMA_INPUT)));
|
|
||||||
}
|
|
|
@ -1,33 +0,0 @@
|
||||||
#version 450
|
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
|
||||||
{
|
|
||||||
mat4 MVP;
|
|
||||||
vec4 OutputSize;
|
|
||||||
vec4 OriginalSize;
|
|
||||||
vec4 SourceSize;
|
|
||||||
} 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 PassOutput0;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec3 diff = clamp(texture(Source, vTexCoord).rgb - texture(PassOutput0, vTexCoord).rgb, 0.0, 1.0);
|
|
||||||
|
|
||||||
FragColor = vec4(diff, 1.0);
|
|
||||||
}
|
|
Loading…
Reference in a new issue