From d33a8be758fb6fc4611c440c194e92f696c59bc3 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 23 Aug 2016 16:09:44 -0500 Subject: [PATCH] add parameters to lottes multipass and create a glow version --- ...rt-lottes-multipass-interlaced-glow.slangp | 72 ++++++ .../crt-lottes-multipass-glow.slang | 234 ++++++++++++++++++ .../crt-lottes-multipass.slang | 99 ++++---- .../crt-lottes-multipass/threshold.slang | 42 ++++ 4 files changed, 399 insertions(+), 48 deletions(-) create mode 100644 crt/crt-lottes-multipass-interlaced-glow.slangp create mode 100644 crt/shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang create mode 100644 crt/shaders/crt-lottes-multipass/threshold.slang diff --git a/crt/crt-lottes-multipass-interlaced-glow.slangp b/crt/crt-lottes-multipass-interlaced-glow.slangp new file mode 100644 index 0000000..832f8f5 --- /dev/null +++ b/crt/crt-lottes-multipass-interlaced-glow.slangp @@ -0,0 +1,72 @@ +shaders = 13 + +shader0 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang +float_framebuffer0 = true +alias0 = "REFERENCE" + +shader1 = "shaders/crt-lottes-multipass/threshold.slang" +srgb_framebuffer1 = "true" + +shader2 = "../blurs/blur9fast-vertical.slang" +filter_linear2 = "true" +scale_type2 = "source" +scale2 = "1.0" +srgb_framebuffer2 = "true" + +shader3 = "../blurs/blur9fast-horizontal.slang" +alias3 = "HALATION_BLUR" +filter_linear3 = "true" +scale_type3 = "source" +scale3 = "1.0" +srgb_framebuffer3 = "true" + +shader4 = shaders/crt-lottes-multipass/horz3minus1.slang +float_framebuffer4 = true +scale_type4 = source +filter_linear4 = true +alias4 = horz3minus1 + +shader5 = shaders/crt-lottes-multipass/horz3plus1.slang +float_framebuffer5 = true +scale_type5 = source +filter_linear5 = true +alias5 = horz3plus1 + +shader6 = shaders/crt-lottes-multipass/horz5minus2.slang +float_framebuffer6 = true +scale_type6 = source +filter_linear6 = true +alias6 = horz5minus2 + +shader7 = shaders/crt-lottes-multipass/horz5.slang +float_framebuffer7 = true +scale_type7 = source +filter_linear7 = true +alias7 = horz5 + +shader8 = shaders/crt-lottes-multipass/horz5plus2.slang +float_framebuffer8 = true +scale_type8 = source +filter_linear8 = true +alias8 = horz5plus2 + +shader9 = shaders/crt-lottes-multipass/horz7minus1.slang +float_framebuffer9 = true +scale_type9 = source +filter_linear9 = true +alias9 = horz7minus1 + +shader10 = shaders/crt-lottes-multipass/horz7.slang +float_framebuffer10 = true +scale_type10 = source +filter_linear10 = true +alias10 = horz7 + +shader11 = shaders/crt-lottes-multipass/horz7plus1.slang +float_framebuffer11 = true +scale_type11 = source +filter_linear11 = true +alias11 = horz7plus1 + +shader12 = shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang +texture_wrap_mode12 = "clamp_to_edge" \ No newline at end of file diff --git a/crt/shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang new file mode 100644 index 0000000..f0e2714 --- /dev/null +++ b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass-glow.slang @@ -0,0 +1,234 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float hardScan; + float warpX; + float warpY; + float maskDark; + float maskLight; + float shadowMask; + float bloomAmount; + float hardBloomScan; + float shape; + float glowFactor; +} params; + +#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 +#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 +#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 +#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 +#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 +#pragma parameter shadowMask "shadowMask" 1.0 0.0 4.0 1.0 +#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 +#pragma parameter bloomAmount "bloom amount" 0.15 0.0 1.0 0.05 +#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 +#pragma parameter glowFactor "Glow Strength" 0.2 0.0 1.0 0.01 + +#define DO_BLOOM + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} 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; +} + +// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER +// +// by Timothy Lottes +// +// This is more along the style of a really good CGA arcade monitor. +// With RGB inputs instead of NTSC. +// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. +// +// Left it unoptimized to show the theory behind the algorithm. +// +// It is an example what I personally would want as a display option for pixel art games. +// Please take and use, change, or whatever. + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 FragCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D horz3minus1; +layout(set = 0, binding = 3) uniform sampler2D horz3plus1; +layout(set = 0, binding = 4) uniform sampler2D horz5minus2; +layout(set = 0, binding = 5) uniform sampler2D horz5; +layout(set = 0, binding = 6) uniform sampler2D horz5plus2; +layout(set = 0, binding = 7) uniform sampler2D horz7minus1; +layout(set = 0, binding = 8) uniform sampler2D horz7; +layout(set = 0, binding = 9) uniform sampler2D horz7plus1; +layout(set = 0, binding = 10) uniform sampler2D HALATION_BLUR; + +// Linear to sRGB. +// Assuming using sRGB typed textures this should not be needed. +float ToSrgb1(float c) +{ + return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); +} + +vec3 ToSrgb(vec3 c) +{ + return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); +} + +// Distance in emulated pixels to nearest texel. +vec2 Dist(vec2 pos) +{ + pos = pos*params.SourceSize.xy; + + return -((pos - floor(pos)) - vec2(0.5)); +} + +// 1D Gaussian. +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), params.shape)); +} + +// Return scanline weight. +float Scan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, params.hardScan); +} + +// Return scanline weight for bloom. +float BloomScan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, params.hardBloomScan); +} + +// Allow nearest three lines to effect pixel. +vec3 Tri(vec2 pos) +{ + vec3 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0); + vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0); + vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); + + float wa = Scan(pos, -1.0); + float wb = Scan(pos, 0.0); + float wc = Scan(pos, 1.0); + + return a*wa+b*wb+c*wc; +} + +// Small bloom. +vec3 Bloom(vec2 pos) +{ + vec3 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0); + vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0); + vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0); + vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); + vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); + + float wa = BloomScan(pos, -2.0); + float wb = BloomScan(pos, -1.0); + float wc = BloomScan(pos, 0.0); + float wd = BloomScan(pos, 1.0); + float we = BloomScan(pos, 2.0); + + return a*wa+b*wb+c*wc+d*wd+e*we; +} + +// Distortion of scanlines, and end of screen alpha. +vec2 Warp(vec2 pos) +{ + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); + + return pos*0.5 + 0.5; +} + +// Shadow mask. +vec3 Mask(vec2 pos) +{ + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); + + // Very compressed TV style shadow mask. + if (params.shadowMask == 1.0) + { + float line = params.maskLight; + float odd = 0.0; + + if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; + + pos.x = fract(pos.x*0.333333333); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + mask*=line; + } + + // Aperture-grille. + else if (params.shadowMask == 2.0) + { + pos.x = fract(pos.x*0.333333333); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + + // Stretched VGA style shadow mask (same as prior shaders). + else if (params.shadowMask == 3.0) + { + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + + // VGA style shadow mask. + else if (params.shadowMask == 4.0) + { + pos.xy = floor(pos.xy*vec2(1.0, 0.5)); + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); + + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; + } + + return mask; +} + +void main() +{ + vec2 pos = Warp(vTexCoord); + vec3 outColor = Tri(pos); + +#ifdef DO_BLOOM + //Add Bloom + outColor.rgb += Bloom(pos)*params.bloomAmount; +#endif + + if (params.shadowMask > 0.0) + outColor.rgb *= Mask(vTexCoord.xy / params.OutputSize.zw * 1.000001); + + if (params.glowFactor > 0.0) + outColor = mix(outColor, pow(texture(HALATION_BLUR, pos).rgb, mix(vec3(0.75), vec3(0.1), params.glowFactor)), params.glowFactor); + + FragColor = vec4(ToSrgb(outColor.rgb), 1.0); +} diff --git a/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang index 0fd0687..e23cfe6 100644 --- a/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang +++ b/crt/shaders/crt-lottes-multipass/crt-lottes-multipass.slang @@ -1,26 +1,36 @@ #version 450 -// -- config -- // +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float hardScan; + float warpX; + float warpY; + float maskDark; + float maskLight; + float shadowMask; + float bloomAmount; + float hardBloomScan; + float shape; +} params; -#define hardScan -8.0 -#define warpX 0.031 -#define warpY 0.041 -#define maskDark 0.5 -#define maskLight 1.5 -#define shadowMask 1 -#define brightboost 1 -#define bloomAmount 1.0/16.0 -#define hardBloomScan -2.0 -#define shape 2.0 +#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 +#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 +#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 +#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 +#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 +#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 +#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 +#pragma parameter bloomAmount "bloom amount" 0.15 0.0 1.0 0.05 +#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 #define DO_BLOOM layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; } global; #pragma stage vertex @@ -75,7 +85,7 @@ vec3 ToSrgb(vec3 c) // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos) { - pos = pos*global.SourceSize.xy; + pos = pos*params.SourceSize.xy; return -((pos - floor(pos)) - vec2(0.5)); } @@ -83,7 +93,7 @@ vec2 Dist(vec2 pos) // 1D Gaussian. float Gaus(float pos, float scale) { - return exp2(scale*pow(abs(pos), shape)); + return exp2(scale*pow(abs(pos), params.shape)); } // Return scanline weight. @@ -91,7 +101,7 @@ float Scan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, hardScan); + return Gaus(dst + off, params.hardScan); } // Return scanline weight for bloom. @@ -99,7 +109,7 @@ float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; - return Gaus(dst + off, hardBloomScan); + return Gaus(dst + off, params.hardBloomScan); } // Allow nearest three lines to effect pixel. @@ -138,7 +148,7 @@ vec3 Bloom(vec2 pos) vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); + pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); return pos*0.5 + 0.5; } @@ -146,56 +156,56 @@ vec2 Warp(vec2 pos) // Shadow mask. vec3 Mask(vec2 pos) { - vec3 mask = vec3(maskDark, maskDark, maskDark); + vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. - if (shadowMask == 1.0) + if (params.shadowMask == 1.0) { - float line = maskLight; + float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; - if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark; + if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = maskLight; - else if (pos.x < 0.666) mask.g = maskLight; - else mask.b = maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; mask*=line; } // Aperture-grille. - else if (shadowMask == 2.0) + else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); - if (pos.x < 0.333) mask.r = maskLight; - else if (pos.x < 0.666) mask.g = maskLight; - else mask.b = maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). - else if (shadowMask == 3.0) + else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = maskLight; - else if (pos.x < 0.666) mask.g = maskLight; - else mask.b = maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } // VGA style shadow mask. - else if (shadowMask == 4.0) + else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); - if (pos.x < 0.333) mask.r = maskLight; - else if (pos.x < 0.666) mask.g = maskLight; - else mask.b = maskLight; + if (pos.x < 0.333) mask.r = params.maskLight; + else if (pos.x < 0.666) mask.g = params.maskLight; + else mask.b = params.maskLight; } return mask; @@ -208,18 +218,11 @@ void main() #ifdef DO_BLOOM //Add Bloom - outColor.rgb += Bloom(pos)*bloomAmount; + outColor.rgb += Bloom(pos)*params.bloomAmount; #endif - if (shadowMask > 0.0) - outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); - - /* TODO/FIXME - hacky clamp fix */ - vec2 bordertest = (pos); - if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) - outColor.rgb = outColor.rgb; - else - outColor.rgb = vec3(0.0); + if (params.shadowMask > 0.0) + outColor.rgb *= Mask(vTexCoord.xy / params.OutputSize.zw * 1.000001); FragColor = vec4(ToSrgb(outColor.rgb), 1.0); } diff --git a/crt/shaders/crt-lottes-multipass/threshold.slang b/crt/shaders/crt-lottes-multipass/threshold.slang new file mode 100644 index 0000000..ca6e0b1 --- /dev/null +++ b/crt/shaders/crt-lottes-multipass/threshold.slang @@ -0,0 +1,42 @@ +#version 450 + +layout(push_constant) uniform Push +{ + float GLOW_WHITEPOINT; + float GLOW_ROLLOFF; +} param; + +#pragma parameter GLOW_WHITEPOINT "Glow Whitepoint" 1.0 0.5 1.1 0.02 +#pragma parameter GLOW_ROLLOFF "Glow Rolloff" 0.3 0.0 1.0 0.1 + +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() +{ + vec3 color = 1.15 * texture(Source, vTexCoord).rgb; + vec3 factor = clamp(color / param.GLOW_WHITEPOINT, 0.0, 1.0); + + FragColor = vec4(factor - vec3(param.GLOW_ROLLOFF), 1.0); +}