Merge pull request #15 from rz5/patch-1

Update crt-easymode.slang
This commit is contained in:
hizzlekizzle 2016-07-21 13:27:31 -05:00 committed by GitHub
commit e518f8fae0

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@ -3,9 +3,9 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; /* .xy is Cg equivalent of output_size */ vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; /* .xy is Cg equivalent of both texture_size and video_size */ vec4 SourceSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -16,7 +16,7 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
/* /*
@ -28,29 +28,28 @@ void main()
Recommended Settings: Recommended Settings:
Video Video
- Aspect Ratio: 4:3 - Aspect Ratio: 4:3
- Integer Scale: Off - Integer Scale: Off
Shader Shader
- Filter: Nearest - Filter: Nearest
- Scale: Don't Care - Scale: Don't Care
Example RGB Mask Parameter Settings: Example RGB Mask Parameter Settings:
Aperture Grille (Default) Aperture Grille (Default)
- Dot Width: 1 - Dot Width: 1
- Dot Height: 1 - Dot Height: 1
- Stagger: 0 - Stagger: 0
Lottes' Shadow Mask Lottes' Shadow Mask
- Dot Width: 2 - Dot Width: 2
- Dot Height: 1 - Dot Height: 1
- Stagger: 3 - Stagger: 3
*/ */
#pragma stage fragment #pragma stage fragment
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
@ -80,8 +79,6 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
// Set to 0 to use linear filter and gain speed // Set to 0 to use linear filter and gain speed
#define ENABLE_LANCZOS 1 #define ENABLE_LANCZOS 1
vec4 dilate(vec4 col) vec4 dilate(vec4 col)
{ {
vec4 x = mix(vec4(1.0), col, DILATION); vec4 x = mix(vec4(1.0), col, DILATION);
@ -104,14 +101,14 @@ float curve_distance(float x, float sharp)
return mix(x, curve, sharp); return mix(x, curve, sharp);
} }
mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) mat4x4 get_color_matrix(vec2 co, vec2 dx)
{ {
return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
} }
vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{ {
vec4 col = coeffs * color_matrix; vec4 col = coeffs * color_matrix;
vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]);
@ -123,10 +120,10 @@ vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
/* main_fragment */ /* main_fragment */
void main() void main()
{ {
vec2 dx = vec2(1.0 / global.SourceSize.x, 0.0); vec2 dx = vec2(global.SourceSize.z, 0.0);
vec2 dy = vec2(0.0, 1.0 / global.SourceSize.y); vec2 dy = vec2(0.0, global.SourceSize.w);
vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5); vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) / global.SourceSize.xy; vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw;
vec2 dist = fract(pix_co); vec2 dist = fract(pix_co);
float curve_x; float curve_x;
vec3 col, col2; vec3 col, col2;
@ -137,11 +134,11 @@ void main()
vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
coeffs = FIX(coeffs); coeffs = FIX(coeffs);
coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs); coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
coeffs /= dot(coeffs, vec4(1.0)); coeffs /= dot(coeffs, vec4(1.0));
col = filter_lanczos(coeffs, get_color_matrix(Source, tex_co, dx)); col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
col2 = filter_lanczos(coeffs, get_color_matrix(Source, tex_co + dy, dx)); col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
#else #else
curve_x = curve_distance(dist.x, SHARPNESS_H); curve_x = curve_distance(dist.x, SHARPNESS_H);
@ -153,21 +150,22 @@ void main()
col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0))); col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0)));
float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0; float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX); float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX); float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH; float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
float mask = 1.0 - MASK_STRENGTH; float mask = 1.0 - MASK_STRENGTH;
vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE))); vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.zw * (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
vec3 mask_weight; vec3 mask_weight;
if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
else mask_weight = vec3(mask, mask, 1.0); else mask_weight = vec3(mask, mask, 1.0);
if (global.SourceSize.y >= SCANLINE_CUTOFF) scan_weight = 1.0; if (global.SourceSize.y >= SCANLINE_CUTOFF)
scan_weight = 1.0;
col2 = col.rgb; col2 = col.rgb;
col *= vec3(scan_weight); col *= vec3(scan_weight);