add lottes-multipass

This commit is contained in:
hunterk 2016-07-26 10:27:29 -05:00
parent ed2acc33ab
commit d3b1faffd0
11 changed files with 816 additions and 0 deletions

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shaders = 10
shader0 = shaders/crt-lottes-multipass/linearize.slang
float_framebuffer0 = true
alias0 = "REFERENCE"
shader1 = shaders/crt-lottes-multipass/horz3minus1.slang
float_framebuffer1 = true
scale_type1 = source
filter_linear1 = true
alias1 = horz3minus1
shader2 = shaders/crt-lottes-multipass/horz3plus1.slang
float_framebuffer2 = true
scale_type2 = source
filter_linear2 = true
alias2 = horz3plus1
shader3 = shaders/crt-lottes-multipass/horz5minus2.slang
float_framebuffer3 = true
scale_type3 = source
filter_linear3 = true
alias3 = horz5minus2
shader4 = shaders/crt-lottes-multipass/horz5.slang
float_framebuffer4 = true
scale_type4 = source
filter_linear4 = true
alias4 = horz5
shader5 = shaders/crt-lottes-multipass/horz5plus2.slang
float_framebuffer5 = true
scale_type5 = source
filter_linear5 = true
alias5 = horz5plus2
shader6 = shaders/crt-lottes-multipass/horz7minus1.slang
float_framebuffer6 = true
scale_type6 = source
filter_linear6 = true
alias6 = horz7minus1
shader7 = shaders/crt-lottes-multipass/horz7.slang
float_framebuffer7 = true
scale_type7 = source
filter_linear7 = true
alias7 = horz7
shader8 = shaders/crt-lottes-multipass/horz7plus1.slang
float_framebuffer8 = true
scale_type8 = source
filter_linear8 = true
alias8 = horz7plus1
shader9 = shaders/crt-lottes-multipass/crt-lottes-multipass.slang

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#version 450
// -- config -- //
#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
#define DO_BLOOM
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;
}
// 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;
// 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*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// Return scanline weight.
float Scan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,hardScan);}
// Return scanline weight for bloom.
float BloomScan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,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)*warpX,1.0+(pos.x*pos.x)*warpY);
return pos*0.5+0.5;}
// Shadow mask.
vec3 Mask(vec2 pos){
vec3 mask=vec3(maskDark,maskDark,maskDark);
// Very compressed TV style shadow mask.
if (shadowMask == 1.0) {
float line=maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0) {
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0) {
pos.xy=floor(pos.xy*vec2(1.0,0.5));
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
return mask;}
void main()
{
vec2 pos=Warp(vTexCoord);
vec3 outColor = Tri(pos);
#ifdef DO_BLOOM
//Add Bloom
outColor.rgb+=Bloom(pos)*bloomAmount;
#endif
if(shadowMask > 0.0)
outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
//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);
FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
}

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#version 450
#define hardPix -3.0
#define brightboost 1
#define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
void main()
{
FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0);
}

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#version 450
#define hardPix -3.0
#define brightboost 1
#define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
void main()
{
FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0);
}

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#version 450
#define hardPix -3.0
#define brightboost 1
#define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
void main()
{
FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0);
}

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#version 450
#define hardPix -3.0
#define brightboost 1
#define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
void main()
{
FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0);
}

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#version 450
#define hardPix -3.0
#define brightboost 1
#define shape 2.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
void main()
{
FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0);
}

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#version 450
#define brightboost 1
#define shape 2.0
#define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-3.0,off));
vec3 b=Fetch(pos,vec2(-2.0,off));
vec3 c=Fetch(pos,vec2(-1.0,off));
vec3 d=Fetch(pos,vec2( 0.0,off));
vec3 e=Fetch(pos,vec2( 1.0,off));
vec3 f=Fetch(pos,vec2( 2.0,off));
vec3 g=Fetch(pos,vec2( 3.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale);
float wb=Gaus(dst-2.0,scale);
float wc=Gaus(dst-1.0,scale);
float wd=Gaus(dst+0.0,scale);
float we=Gaus(dst+1.0,scale);
float wf=Gaus(dst+2.0,scale);
float wg=Gaus(dst+3.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
void main()
{
FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0);
}

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#version 450
#define brightboost 1
#define shape 2.0
#define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-3.0,off));
vec3 b=Fetch(pos,vec2(-2.0,off));
vec3 c=Fetch(pos,vec2(-1.0,off));
vec3 d=Fetch(pos,vec2( 0.0,off));
vec3 e=Fetch(pos,vec2( 1.0,off));
vec3 f=Fetch(pos,vec2( 2.0,off));
vec3 g=Fetch(pos,vec2( 3.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale);
float wb=Gaus(dst-2.0,scale);
float wc=Gaus(dst-1.0,scale);
float wd=Gaus(dst+0.0,scale);
float we=Gaus(dst+1.0,scale);
float wf=Gaus(dst+2.0,scale);
float wg=Gaus(dst+3.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
void main()
{
FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0);
}

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#version 450
#define brightboost 1
#define shape 2.0
#define hardBloomPix -1.5
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 REFERENCESize;
} 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;
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
return brightboost * texture(REFERENCE,pos.xy).rgb;
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-3.0,off));
vec3 b=Fetch(pos,vec2(-2.0,off));
vec3 c=Fetch(pos,vec2(-1.0,off));
vec3 d=Fetch(pos,vec2( 0.0,off));
vec3 e=Fetch(pos,vec2( 1.0,off));
vec3 f=Fetch(pos,vec2( 2.0,off));
vec3 g=Fetch(pos,vec2( 3.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardBloomPix;
float wa=Gaus(dst-3.0,scale);
float wb=Gaus(dst-2.0,scale);
float wc=Gaus(dst-1.0,scale);
float wd=Gaus(dst+0.0,scale);
float we=Gaus(dst+1.0,scale);
float wf=Gaus(dst+2.0,scale);
float wg=Gaus(dst+3.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
void main()
{
FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0);
}

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#version 450
#define GAMMA 2.2
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).rgb, vec3(GAMMA)), 1.0);
}