diff --git a/retro/shaders/aann.slang b/retro/shaders/aann.slang index 4df82fa..91e1391 100644 --- a/retro/shaders/aann.slang +++ b/retro/shaders/aann.slang @@ -1,5 +1,12 @@ #version 450 +layout(push_constant) uniform Push +{ + float NOGAMMA; + float MASKING; + float BILINEAR; +} param; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -13,14 +20,14 @@ layout(std140, set = 0, binding = 0) uniform UBO // Licensed MIT // set to true to interpolate in sRGB instead of a pseudo-perceptual colorspace -#define NOGAMMA false +#pragma parameter NOGAMMA "Interpolate in sRGB" 0.0 0.0 1.0 1.0 // set to true to compensate for 8px overscan masking // Note: overscan compensation slightly alters (extremifies) the pixel aspect ratio of the game if said pixel aspect ratio is not exactly 1:1 -#define MASKING false +#pragma parameter MASKING "8px Overscan Masking" 0.0 0.0 1.0 1.0 // Do bilinear filtering instead of anti-aliased nearest neighbor filtering (used for debugging color) -#define BILINEAR false +#pragma parameter BILINEAR "Force Bilinear Filtering" 0.0 0.0 1.0 1.0 // http://i.imgur.com/kzwZkVf.png @@ -69,7 +76,7 @@ vec3 linear2srgb(vec3 linear) { #define BS 0.0722 vec3 rgb2vry(vec3 rgb) { - if (NOGAMMA) + if (param.NOGAMMA == 1.0) return rgb; // https://en.wikipedia.org/wiki/Opponent_process @@ -87,7 +94,7 @@ vec3 rgb2vry(vec3 rgb) { return vry; } vec3 vry2rgb(vec3 vry) { - if (NOGAMMA) + if (param.NOGAMMA == 1.0) return vry; // Magic. @@ -103,7 +110,7 @@ vec3 vry2rgb(vec3 vry) { } vec3 vry_interp(vec3 first, vec3 second, float frac) { - if (NOGAMMA) + if (param.NOGAMMA == 1.0) return first*NOT(frac) + second*YES(frac); // Because the chroma values were generated on linear light, but the luma must be interpolated in perceptual gamma (3) @@ -124,7 +131,7 @@ vec3 vry_interp(vec3 first, vec3 second, float frac) { } vec3 percent(float ssize, float tsize, float coord) { - if (BILINEAR) + if (param.BILINEAR == 1.0) tsize = ssize; float minfull = (coord*tsize - 0.5)/tsize*ssize; @@ -146,7 +153,7 @@ vec3 percent(float ssize, float tsize, float coord) { void main() { vec2 viewportSize = global.OutputSize.xy; vec2 gameCoord = vTexCoord; - if (MASKING) { + if (param.MASKING == 1.0) { float hscale = viewportSize.x/global.SourceSize.x; float vscale = viewportSize.y/global.SourceSize.y; diff --git a/retro/shaders/sharp-bilinear.slang b/retro/shaders/sharp-bilinear.slang index 96c2112..1831675 100644 --- a/retro/shaders/sharp-bilinear.slang +++ b/retro/shaders/sharp-bilinear.slang @@ -1,5 +1,10 @@ #version 450 +layout(push_constant) uniform Push +{ + float SHARP_BILINEAR_PRE_SCALE; +} param; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -9,15 +14,15 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; /* - * sharp-bilinear.cg + * sharp-bilinear.slang * Author: Themaister * License: Public domain * * Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a * sharper image than plain bilinear. */ - - #define SHARP_BILINEAR_PRE_SCALE 4.0 + +#pragma parameter SHARP_BILINEAR_PRE_SCALE "Sharp Bilinear Prescale" 4.0 1.0 10.0 1.0 #pragma stage vertex layout(location = 0) in vec4 Position; @@ -40,13 +45,13 @@ void main() vec2 texel = vTexCoord * global.SourceSize.xy; vec2 texel_floored = floor(texel); vec2 s = fract(texel); - float region_range = 0.5 - 0.5 / SHARP_BILINEAR_PRE_SCALE; + float region_range = 0.5 - 0.5 / param.SHARP_BILINEAR_PRE_SCALE; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. vec2 center_dist = s - 0.5; - vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * SHARP_BILINEAR_PRE_SCALE + 0.5; + vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * param.SHARP_BILINEAR_PRE_SCALE + 0.5; vec2 mod_texel = texel_floored + f;