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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Fixed a load of bugs with vertical and horizontal convergence
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b49011c93e
commit
ced4c91384
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@ -38,9 +38,6 @@ CRTScreenType = "2.000000"
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PaperWhiteNits = "600.000000"
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Contrast = "0.000000"
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ExpandGamut = "1.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.8900000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.300000"
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@ -35,9 +35,6 @@ alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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CRTScreenType = "2.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.650000"
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RedScanlineMax = "0.900000"
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RedScanlineAttack = "0.500000"
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@ -37,9 +37,6 @@ srgb_framebuffer0 = "false"
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CRTScreenType = "1.000000"
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CRTResolution = "2.000000"
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PaperWhiteNits = "400.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.550000"
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RedScanlineMax = "0.800000"
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RedScanlineAttack = "1.000000"
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@ -1,6 +1,6 @@
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#reference "crt-sony-pvm-4k-hdr.slangp"
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CRTResolution = "1.000000"
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RedVerticalConvergence = "0.500000"
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RedVerticalConvergence = "0.250000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.250000"
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@ -34,7 +34,7 @@ mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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RedVerticalConvergence = "-0.500000"
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RedVerticalConvergence = "-0.200000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.550000"
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@ -37,9 +37,6 @@ srgb_framebuffer0 = "false"
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CRTScreenType = "1.000000"
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CRTResolution = "2.000000"
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PaperWhiteNits = "400.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.5000000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.350000"
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@ -41,6 +41,7 @@ layout(push_constant) uniform Push
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float PaperWhiteNits;
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float LCDResolution;
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float LCDSubpixel;
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float Brightness;
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float Contrast;
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float ExpandGamut;
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float RedVerticalConvergence;
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@ -97,14 +98,15 @@ layout(push_constant) uniform Push
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#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0
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#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0
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#pragma parameter Brightness " Brightness" 1.0 0.0 2.0 0.01
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#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05
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#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0
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#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.05
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#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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@ -162,7 +164,7 @@ void main()
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InverseScanlineSize = 1.0f / ScanlineSize;
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VerticalConvergence = vec3(params.RedVerticalConvergence, params.GreenVerticalConvergence, params.BlueVerticalConvergence);
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HorizontalConvergence = vec3(params.RedHorizontalConvergence, params.GreenHorizontalConvergence, params.BlueHorizontalConvergence) / global.SourceSize.x;
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HorizontalConvergence = vec3(params.RedHorizontalConvergence, params.GreenHorizontalConvergence, params.BlueHorizontalConvergence);
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}
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#pragma stage fragment
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@ -402,7 +404,7 @@ void main()
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{
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const vec2 current_position = vTexCoord * global.OutputSize.xy;
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vec3 scanline_colour = GenerateScanline(current_position);
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vec3 scanline_colour = GenerateScanline();
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uint screen_type = uint(params.CRTScreenType);
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uint crt_resolution = uint(params.CRTResolution);
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@ -69,35 +69,34 @@ vec3 Ramp(const vec3 luminance, const vec3 colour)
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return clamp(luminance * colour, 0.0, 1.0);
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}
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vec3 ScanlineColour(const float current_position, const float current_center, const float source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout float next_prev )
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vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout vec3 next_prev)
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{
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const float current_source_position_y = (vTexCoord.y * global.SourceSize.y) - next_prev;
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const float current_source_center_y = floor(current_source_position_y) + 0.5f;
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const vec3 current_source_position_y = (vec3(vTexCoord.y * global.SourceSize.y) - VerticalConvergence) + next_prev;
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const vec3 current_source_center_y = floor(current_source_position_y) + 0.5f;
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const float source_tex_coord_y = current_source_center_y / global.SourceSize.y;
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const vec3 source_tex_coord_y = current_source_center_y / global.SourceSize.y;
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const vec2 source_tex_coord_0 = vec2(source_tex_coord_x, source_tex_coord_y);
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const vec2 source_tex_coord_1 = vec2(source_tex_coord_x + (1.0f / global.SourceSize.x), source_tex_coord_y);
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const vec3 scanline_delta = fract(current_source_position_y) - 0.5f;
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const vec2 red_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.x, 0.0f);
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const vec2 red_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.x, 0.0f);
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const vec2 green_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.y, 0.0f);
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const vec2 green_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.y, 0.0f);
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const vec2 blue_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.z, 0.0f);
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const vec2 blue_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.z, 0.0f);
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const float scanline_position = current_source_center_y * ScanlineSize;
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const vec3 scanline_delta = vec3(scanline_position) - (vec3(current_center) - VerticalConvergence);
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vec3 beam_distance = abs(scanline_delta) - kBeamWidth;
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// Slightly increase the beam width to get maximum brightness
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vec3 beam_distance = abs(scanline_delta - next_prev) - (kBeamWidth * InverseScanlineSize);
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beam_distance = vec3(beam_distance.x < 0.0f ? 0.0f : beam_distance.x,
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beam_distance.y < 0.0f ? 0.0f : beam_distance.y,
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beam_distance.z < 0.0f ? 0.0f : beam_distance.z);
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const vec3 scanline_distance = beam_distance * InverseScanlineSize * 2.0f;
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const vec3 scanline_distance = beam_distance * 2.0f;
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next_prev = scanline_delta.x > 0.0f ? 1.0f : -1.0f;
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next_prev.x = scanline_delta.x > 0.0f ? 1.0f : -1.0f;
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next_prev.y = scanline_delta.y > 0.0f ? 1.0f : -1.0f;
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next_prev.z = scanline_delta.z > 0.0f ? 1.0f : -1.0f;
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const vec2 red_tex_coord_0 = vec2(source_tex_coord_x.x, source_tex_coord_y.x);
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const vec2 red_tex_coord_1 = vec2(source_tex_coord_x.x + (1.0f / global.SourceSize.x), source_tex_coord_y.x);
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const vec2 green_tex_coord_0 = vec2(source_tex_coord_x.y, source_tex_coord_y.y);
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const vec2 green_tex_coord_1 = vec2(source_tex_coord_x.y + (1.0f / global.SourceSize.x), source_tex_coord_y.y);
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const vec2 blue_tex_coord_0 = vec2(source_tex_coord_x.z, source_tex_coord_y.z);
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const vec2 blue_tex_coord_1 = vec2(source_tex_coord_x.z + (1.0f / global.SourceSize.x), source_tex_coord_y.z);
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const float red_0 = texture(Source, red_tex_coord_0).x;
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const float red_1 = texture(Source, red_tex_coord_1).x;
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@ -155,24 +154,28 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
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return luminance * hdr_colour;
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}
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vec3 GenerateScanline(const vec2 current_position)
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vec3 GenerateScanline()
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{
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const float current_center = floor(current_position.y) + 0.5f;
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const float current_source_position_x = vTexCoord.x * global.SourceSize.x;
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const float current_source_center_x = floor(current_source_position_x) + 0.5f;
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const vec3 current_source_position_x = vec3(vTexCoord.x * global.SourceSize.x) - HorizontalConvergence;
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const vec3 current_source_center_x = floor(current_source_position_x) + 0.5f;
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const float source_tex_coord_x = current_source_center_x / global.SourceSize.x;
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const vec3 source_tex_coord_x = current_source_center_x / global.SourceSize.x;
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const float source_pixel_offset = current_source_position_x - floor(current_source_position_x);
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const vec3 source_pixel_offset = fract(current_source_position_x);
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const vec3 beam_sharpness = vec3(params.RedBeamSharpness, params.GreenBeamSharpness, params.BlueBeamSharpness);
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const vec3 narrowed_source_pixel_offset = clamp(((vec3(source_pixel_offset) - vec3(0.5f)) * beam_sharpness) + vec3(0.5f), vec3(0.0f), vec3(1.0f));
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const vec3 narrowed_source_pixel_offset = clamp(((source_pixel_offset - vec3(0.5f)) * beam_sharpness) + vec3(0.5f), vec3(0.0f), vec3(1.0f));
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float next_prev = 0.0f;
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vec3 next_prev = vec3(0.0f);
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const vec3 scanline_colour0 = ScanlineColour(current_position.y, current_center, source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
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const vec3 scanline_colour1 = ScanlineColour(current_position.y, current_center, source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
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const vec3 scanline_colour0 = ScanlineColour(source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
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return scanline_colour0 + scanline_colour1;
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// Optionally sample the neighbouring scanline
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vec3 scanline_colour1 = vec3(0.0f);
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if(params.RedScanlineMax > 1.0f || params.GreenScanlineMax > 1.0f || params.BlueScanlineMax > 1.0f)
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{
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scanline_colour1 = ScanlineColour(source_tex_coord_x, narrowed_source_pixel_offset, next_prev);
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}
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return scanline_colour0 * params.Brightness + scanline_colour1;
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}
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