diff --git a/crt/shaders/crt-cgwg-fast.slang b/crt/shaders/crt-cgwg-fast.slang index e6a0aa7..b0ab2ea 100644 --- a/crt/shaders/crt-cgwg-fast.slang +++ b/crt/shaders/crt-cgwg-fast.slang @@ -1,8 +1,4 @@ #version 450 -/* COMPATIBILITY - - HLSL compilers - - Cg compilers -*/ /* cgwg's CRT shader @@ -25,6 +21,13 @@ ) */ +layout(push_constant) uniform Push +{ + float CRTCGWG_GAMMA; +} param; + +#pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -55,11 +58,11 @@ layout(location = 10) out vec2 ratio_scale; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord; - vec2 delta = 1.0 / global.SourceSize.xy; - float dx = delta.x; - float dy = delta.y; + vec2 delta = global.SourceSize.zw; + float dx = delta.x; + float dy = delta.y; c01 = vTexCoord + vec2(-dx, 0.0); c11 = vTexCoord + vec2(0.0, 0.0); @@ -88,9 +91,6 @@ layout(location = 10) in vec2 ratio_scale; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -/* Config */ -#define CRTCGWG_GAMMA 2.7 - #define TEX2D(c) texture(Source ,(c)) #define PI 3.141592653589 @@ -115,8 +115,8 @@ void main() vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0; vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0; - col = pow(col, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA)); - col2 = pow(col2, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA)); + col = pow(col, vec3(param.CRTCGWG_GAMMA)); + col2 = pow(col2, vec3(param.CRTCGWG_GAMMA)); vec3 sqrt1 = inversesqrt(0.5 * wid); vec3 sqrt2 = inversesqrt(0.5 * wid2); diff --git a/crt/shaders/crt-easymode.slang b/crt/shaders/crt-easymode.slang index a53c31f..cd1ea7e 100644 --- a/crt/shaders/crt-easymode.slang +++ b/crt/shaders/crt-easymode.slang @@ -1,11 +1,50 @@ #version 450 +layout(push_constant) uniform Push +{ + float BRIGHT_BOOST; + float DILATION; + float GAMMA_INPUT; + float GAMMA_OUTPUT; + float MASK_SIZE; + float MASK_STAGGER; + float MASK_STRENGTH; + float MASK_DOT_HEIGHT; + float MASK_DOT_WIDTH; + float SCANLINE_CUTOFF; + float SCANLINE_BEAM_WIDTH_MAX; + float SCANLINE_BEAM_WIDTH_MIN; + float SCANLINE_BRIGHT_MAX; + float SCANLINE_BRIGHT_MIN; + float SCANLINE_STRENGTH; + float SHARPNESS_H; + float SHARPNESS_V; +} param; + +#pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.5 0.0 1.0 0.05 +#pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05 +#pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.01 +#pragma parameter MASK_DOT_WIDTH "Mask Dot Width" 1.0 1.0 100.0 1.0 +#pragma parameter MASK_DOT_HEIGHT "Mask Dot Height" 1.0 1.0 100.0 1.0 +#pragma parameter MASK_STAGGER "Mask Stagger" 0.0 0.0 100.0 1.0 +#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0 +#pragma parameter SCANLINE_STRENGTH "Scanline Strength" 1.0 0.0 1.0 0.05 +#pragma parameter SCANLINE_BEAM_WIDTH_MIN "Scanline Beam Width Min." 1.5 0.5 5.0 0.5 +#pragma parameter SCANLINE_BEAM_WIDTH_MAX "Scanline Beam Width Max." 1.5 0.5 5.0 0.5 +#pragma parameter SCANLINE_BRIGHT_MIN "Scanline Brightness Min." 0.35 0.0 1.0 0.05 +#pragma parameter SCANLINE_BRIGHT_MAX "Scanline Brightness Max." 0.65 0.0 1.0 0.05 +#pragma parameter SCANLINE_CUTOFF "Scanline Cutoff" 400.0 1.0 1000.0 1.0 +#pragma parameter GAMMA_INPUT "Gamma Input" 2.0 0.1 5.0 0.1 +#pragma parameter GAMMA_OUTPUT "Gamma Output" 1.8 0.1 5.0 0.1 +#pragma parameter BRIGHT_BOOST "Brightness Boost" 1.2 1.0 2.0 0.01 +#pragma parameter DILATION "Dilation" 1.0 0.0 1.0 1.0 + layout(std140, set = 0, binding = 0) uniform UBO { - mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; } global; #pragma stage vertex @@ -15,8 +54,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; } /* @@ -53,24 +92,6 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -#define SHARPNESS_H 0.5 -#define SHARPNESS_V 1.0 -#define MASK_STRENGTH 0.3 -#define MASK_DOT_WIDTH 1.0 -#define MASK_DOT_HEIGHT 1.0 -#define MASK_STAGGER 0.0 -#define MASK_SIZE 1.0 -#define SCANLINE_STRENGTH 1.0 -#define SCANLINE_BEAM_WIDTH_MIN 1.5 -#define SCANLINE_BEAM_WIDTH_MAX 1.5 -#define SCANLINE_BRIGHT_MIN 0.35 -#define SCANLINE_BRIGHT_MAX 0.65 -#define SCANLINE_CUTOFF 400.0 -#define GAMMA_INPUT 2.0 -#define GAMMA_OUTPUT 1.8 -#define BRIGHT_BOOST 1.2 -#define DILATION 1.0 - #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 @@ -81,7 +102,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source; vec4 dilate(vec4 col) { - vec4 x = mix(vec4(1.0), col, DILATION); + vec4 x = mix(vec4(1.0), col, param.DILATION); return col * x; } @@ -129,7 +150,7 @@ void main() vec3 col, col2; #if ENABLE_LANCZOS - curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H); + curve_x = curve_distance(dist.x, param.SHARPNESS_H * param.SHARPNESS_H); vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); @@ -140,38 +161,38 @@ void main() col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx)); col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx)); #else - curve_x = curve_distance(dist.x, SHARPNESS_H); + curve_x = curve_distance(dist.x, param.SHARPNESS_H); col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x); #endif - col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V)); - col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0))); + col = mix(col, col2, curve_distance(dist.y, param.SHARPNESS_V)); + col = pow(col, vec3(param.GAMMA_INPUT / (param.DILATION + 1.0))); float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); 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_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_bright = clamp(bright, param.SCANLINE_BRIGHT_MIN, param.SCANLINE_BRIGHT_MAX); + float scan_beam = clamp(bright * param.SCANLINE_BEAM_WIDTH_MAX, param.SCANLINE_BEAM_WIDTH_MIN, param.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) * param.SCANLINE_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))); - int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); + float mask = 1.0 - param.MASK_STRENGTH; + vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(param.MASK_SIZE, param.MASK_DOT_HEIGHT * param.MASK_SIZE))); + int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * param.MASK_STAGGER) / param.MASK_DOT_WIDTH, 3.0)); vec3 mask_weight; if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); else mask_weight = vec3(mask, mask, 1.0); - if (global.SourceSize.y >= SCANLINE_CUTOFF) + if (global.SourceSize.y >= param.SCANLINE_CUTOFF) scan_weight = 1.0; col2 = col.rgb; col *= vec3(scan_weight); col = mix(col, col2, scan_bright); col *= mask_weight; - col = pow(col, vec3(1.0 / GAMMA_OUTPUT)); + col = pow(col, vec3(1.0 / param.GAMMA_OUTPUT)); - FragColor = vec4(col * BRIGHT_BOOST, 1.0); + FragColor = vec4(col * param.BRIGHT_BOOST, 1.0); } diff --git a/crt/shaders/crt-hyllian.slang b/crt/shaders/crt-hyllian.slang index 06fc356..df49c9a 100644 --- a/crt/shaders/crt-hyllian.slang +++ b/crt/shaders/crt-hyllian.slang @@ -1,5 +1,36 @@ #version 450 +layout(push_constant) uniform Push +{ + float PHOSPHOR; + float VSCANLINES; + float InputGamma; + float OutputGamma; + float SHARPNESS; + float COLOR_BOOST; + float RED_BOOST; + float GREEN_BOOST; + float BLUE_BOOST; + float SCANLINES_STRENGTH; + float BEAM_MIN_WIDTH; + float BEAM_MAX_WIDTH; + float CRT_ANTI_RINGING; +} param; + +#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0 +#pragma parameter VSCANLINES "CRT - Scanlines Direction" 0.0 0.0 1.0 1.0 +#pragma parameter InputGamma "CRT - Input gamma" 2.5 0.0 5.0 0.1 +#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1 +#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0 +#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05 +#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01 +#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01 +#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01 +#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.50 0.0 1.0 0.02 +#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02 +#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02 +#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -12,65 +43,45 @@ layout(std140, set = 0, binding = 0) uniform UBO layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; -layout(location = 2) out float frame_count; -layout(location = 3) out float frame_direction; -layout(location = 4) out float frame_rotation; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; -layout(location = 2) in float frame_count; -layout(location = 3) in float frame_direction; -layout(location = 4) in float frame_rotation; layout(set = 0, binding = 2) uniform sampler2D Source; -#define PHOSPHOR 1.0 -#define VSCANLINES 0.0 -#define InputGamma 2.5 -#define OutputGamma 2.2 -#define SHARPNESS 1.0 -#define COLOR_BOOST 1.5 -#define RED_BOOST 1.0 -#define GREEN_BOOST 1.0 -#define BLUE_BOOST 1.0 -#define SCANLINES_STRENGTH 0.50 -#define BEAM_MIN_WIDTH 0.86 -#define BEAM_MAX_WIDTH 1.0 -#define CRT_ANTI_RINGING 0.8 - /* - Hyllian's CRT Shader - - Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com + Hyllian's CRT Shader - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: + Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ -#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) -#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) +#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma)) // Horizontal cubic filter. @@ -103,16 +114,16 @@ void main() { vec3 color; - vec2 TextureSize = vec2(SHARPNESS*global.SourceSize.x, global.SourceSize.y); + vec2 TextureSize = vec2(param.SHARPNESS*global.SourceSize.x, global.SourceSize.y); - vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), VSCANLINES); - vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), VSCANLINES); + vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES); + vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES); vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5); - vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, VSCANLINES); + vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, param.VSCANLINES); - vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), VSCANLINES); + vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES); vec3 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz); vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz); @@ -137,36 +148,36 @@ void main() // Anti-ringing vec3 aux = color0; color0 = clamp(color0, min_sample, max_sample); - color0 = mix(aux, color0, CRT_ANTI_RINGING); + color0 = mix(aux, color0, param.CRT_ANTI_RINGING); aux = color1; color1 = clamp(color1, min_sample, max_sample); - color1 = mix(aux, color1, CRT_ANTI_RINGING); + color1 = mix(aux, color1, param.CRT_ANTI_RINGING); float pos0 = fp.y; float pos1 = 1 - fp.y; - vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color0); - vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color1); + vec3 lum0 = mix(vec3(param.BEAM_MIN_WIDTH), vec3(param.BEAM_MAX_WIDTH), color0); + vec3 lum1 = mix(vec3(param.BEAM_MIN_WIDTH), vec3(param.BEAM_MAX_WIDTH), color1); vec3 d0 = clamp(pos0/(lum0 + 0.0000001), 0.0, 1.0); vec3 d1 = clamp(pos1/(lum1 + 0.0000001), 0.0, 1.0); - d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0); - d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1); + d0 = exp(-10.0*param.SCANLINES_STRENGTH*d0*d0); + d1 = exp(-10.0*param.SCANLINES_STRENGTH*d1*d1); color = clamp(color0*d0 + color1*d1, 0.0, 1.0); - color *= COLOR_BOOST*vec3(RED_BOOST, GREEN_BOOST, BLUE_BOOST); + color *= param.COLOR_BOOST*vec3(param.RED_BOOST, param.GREEN_BOOST, param.BLUE_BOOST); - float mod_factor = mix(vTexCoord.x * global.OutputSize.x * global.SourceSize.x, vTexCoord.y * global.OutputSize.y * global.SourceSize.y, VSCANLINES); + float mod_factor = mix(vTexCoord.x * global.OutputSize.x, vTexCoord.y * global.OutputSize.y, param.VSCANLINES); vec3 dotMaskWeights = mix( vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), - floor(mod(mod_factor, 2.0)) /* Possible bug - Does mod() behave like fmod() ? */ + floor(mod(mod_factor, 2.0)) ); - color.rgb *= mix(vec3(1.0, 1.0, 1.0), dotMaskWeights, PHOSPHOR); + color.rgb *= mix(vec3(1.0), dotMaskWeights, param.PHOSPHOR); color = GAMMA_OUT(color); diff --git a/crt/shaders/crt-lottes.slang b/crt/shaders/crt-lottes.slang index 9646c3f..7f48d41 100644 --- a/crt/shaders/crt-lottes.slang +++ b/crt/shaders/crt-lottes.slang @@ -1,5 +1,36 @@ #version 450 +layout(push_constant) uniform Push +{ + float hardScan; + float hardPix; + float warpX; + float warpY; + float maskDark; + float maskLight; + float scaleInLinearGamma; + float shadowMask; + float brightBoost; + float hardBloomScan; + float hardBloomPix; + float bloomAmount; + float shape; +} param; + +#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 +#pragma parameter hardPix "hardPix" -3.0 -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 scaleInLinearGamma "scaleInLinearGamma" 1.0 0.0 1.0 1.0 +#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 +#pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05 +#pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1 +#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 +#pragma parameter bloomAmount "bloom ammount" 0.15 0.0 1.0 0.05 +#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -15,8 +46,8 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; } // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER @@ -38,22 +69,6 @@ layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -// -- config -- // - -#define hardScan -8.0 -#define hardPix -3.0 -#define warpX 0.031 -#define warpY 0.041 -#define maskDark 0.5 -#define maskLight 1.5 -#define scaleInLinearGamma 1 -#define shadowMask 1 -#define brightboost 1 -#define hardBloomScan -2.0 -#define hardBloomPix -1.5 -#define bloomAmount 1.0/16.0 -#define shape 2.0 - //Uncomment to reduce instructions with simpler linearization //(fixes HD3000 Sandy Bridge IGP) //#define SIMPLE_LINEAR_GAMMA @@ -66,41 +81,49 @@ layout(set = 0, binding = 2) uniform sampler2D Source; #ifdef SIMPLE_LINEAR_GAMMA float ToLinear1(float c) { - return c; + return c; } -float3 ToLinear(vec3 c) +vec3 ToLinear(vec3 c) { - return c; + return c; } vec3 ToSrgb(vec3 c) { - return pow(c, 1.0 / 2.2); + return pow(c, 1.0 / 2.2); } #else float ToLinear1(float c) { - if (scaleInLinearGamma==0) return c; - return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4); + if (param.scaleInLinearGamma == 0) + return c; + + return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); } vec3 ToLinear(vec3 c) { - if (scaleInLinearGamma==0) return c; - return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b)); + if (param.scaleInLinearGamma==0) + return c; + + return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); } // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { - if (scaleInLinearGamma==0) return c; - return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055); + if (param.scaleInLinearGamma == 0) + return c; + + return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); } vec3 ToSrgb(vec3 c) { - if (scaleInLinearGamma==0) return c; - return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b)); + if (param.scaleInLinearGamma == 0) + return c; + + return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } #endif @@ -111,177 +134,224 @@ vec3 ToSrgb(vec3 c) vec3 Fetch(vec2 pos,vec2 off){ pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; #ifdef SIMPLE_LINEAR_GAMMA - return ToLinear(brightboost * pow(texture(Source,pos.xy).rgb, 2.2)); + return ToLinear(param.brightBoost * pow(texture(Source,pos.xy).rgb, 2.2)); #else - return ToLinear(brightboost * texture(Source,pos.xy).rgb);} + return ToLinear(param.brightBoost * texture(Source,pos.xy).rgb);} #endif // Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));} +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));} +float Gaus(float pos, float scale) +{ + return exp2(scale*pow(abs(pos), param.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);} +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 = param.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); +} // 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);} + 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 = param.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); +} // 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);} +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 = param.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); +} // Return scanline weight. -float Scan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardScan);} +float Scan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, param.hardScan); +} // Return scanline weight for bloom. -float BloomScan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardBloomScan);} - +float BloomScan(vec2 pos, float off) +{ + float dst = Dist(pos).y; + + return Gaus(dst + off, param.hardBloomScan); +} + // Allow nearest three lines to effect pixel. -vec3 Tri(vec2 pos){ - vec3 a=Horz3(pos,-1.0); - vec3 b=Horz5(pos, 0.0); - vec3 c=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;} +vec3 Tri(vec2 pos) +{ + vec3 a = Horz3(pos,-1.0); + vec3 b = Horz5(pos, 0.0); + vec3 c = 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=Horz5(pos,-2.0); - vec3 b=Horz7(pos,-1.0); - vec3 c=Horz7(pos, 0.0); - vec3 d=Horz7(pos, 1.0); - vec3 e=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;} +vec3 Bloom(vec2 pos) +{ + vec3 a = Horz5(pos,-2.0); + vec3 b = Horz7(pos,-1.0); + vec3 c = Horz7(pos, 0.0); + vec3 d = Horz7(pos, 1.0); + vec3 e = 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;} +vec2 Warp(vec2 pos) +{ + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY); + + return pos*0.5 + 0.5; +} // Shadow mask. -vec3 Mask(vec2 pos){ - vec3 mask=vec3(maskDark,maskDark,maskDark); +vec3 Mask(vec2 pos) +{ + vec3 mask = vec3(param.maskDark, param.maskDark, param.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; - } + // Very compressed TV style shadow mask. + if (param.shadowMask == 1.0) + { + float line = param.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 = param.maskDark; + + pos.x = fract(pos.x*0.333333333); -// Aperture-grille. - else if (shadowMask == 2.0) { - pos.x=fract(pos.x/3.0); + if (pos.x < 0.333) mask.r = param.maskLight; + else if (pos.x < 0.666) mask.g = param.maskLight; + else mask.b = param.maskLight; + mask*=line; + } - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - } + // Aperture-grille. + else if (param.shadowMask == 2.0) + { + pos.x = fract(pos.x*0.333333333); -// 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 = param.maskLight; + else if (pos.x < 0.666) mask.g = param.maskLight; + else mask.b = param.maskLight; + } - 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 (param.shadowMask == 3.0) + { + pos.x += pos.y*3.0; + pos.x = fract(pos.x*0.166666666); -// 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 = param.maskLight; + else if (pos.x < 0.666) mask.g = param.maskLight; + else mask.b = param.maskLight; + } - 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 (param.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); - return mask;} + if (pos.x < 0.333) mask.r = param.maskLight; + else if (pos.x < 0.666) mask.g = param.maskLight; + else mask.b = param.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); + vec2 pos = Warp(vTexCoord); + vec3 outColor = Tri(pos); - FragColor = vec4(ToSrgb(outColor.rgb), 1.0); -} \ No newline at end of file +#ifdef DO_BLOOM + //Add Bloom + outColor.rgb += Bloom(pos)*param.bloomAmount; +#endif + + if (param.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); + + FragColor = vec4(ToSrgb(outColor.rgb), 1.0); +} diff --git a/crt/shaders/glow/gauss_vert.slang b/crt/shaders/glow/gauss_vert.slang index d23cfb3..80b17e5 100644 --- a/crt/shaders/glow/gauss_vert.slang +++ b/crt/shaders/glow/gauss_vert.slang @@ -1,5 +1,12 @@ #version 450 +layout(push_constant) uniform Push +{ + float BOOST; +} param; + +#pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -48,8 +55,6 @@ vec3 beam(vec3 color, float dist) #endif } -#define COLOR_BOOST 1.0 - void main() { vec2 texel = floor(data_pix_no); @@ -67,6 +72,6 @@ void main() scanline += beam(top, dist0); scanline += beam(bottom, dist1); - FragColor = vec4(COLOR_BOOST * scanline * 0.869565217391304, 1.0); + FragColor = vec4(param.BOOST * scanline * 0.869565217391304, 1.0); } diff --git a/crt/shaders/glow/linearize.slang b/crt/shaders/glow/linearize.slang index da295e5..b0ab498 100644 --- a/crt/shaders/glow/linearize.slang +++ b/crt/shaders/glow/linearize.slang @@ -1,5 +1,12 @@ #version 450 +layout(push_constant) uniform Push +{ + float INPUT_GAMMA; +} param; + +#pragma parameter INPUT_GAMMA "Input Gamma" 2.4 2.0 2.6 0.02 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -24,11 +31,9 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -#define INPUT_GAMMA 2.4 - void main() { vec3 color = texture(Source, vTexCoord).rgb; - FragColor = vec4(pow(color, vec3(INPUT_GAMMA)), 1.0); + FragColor = vec4(pow(color, vec3(param.INPUT_GAMMA)), 1.0); } diff --git a/crt/shaders/glow/resolve.slang b/crt/shaders/glow/resolve.slang index c200920..4623922 100644 --- a/crt/shaders/glow/resolve.slang +++ b/crt/shaders/glow/resolve.slang @@ -1,5 +1,14 @@ #version 450 +layout(push_constant) uniform Push +{ + float BLOOM_STRENGTH; + float OUTPUT_GAMMA; +} param; + +#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05 +#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -29,9 +38,6 @@ layout(set = 0, binding = 2) uniform sampler2D CRTPass; // For debugging #define BLOOM_ONLY 0 -#define BLOOM_STRENGTH 0.45 -#define OUTPUT_GAMMA 2.2 - #define CRT_PASS CRTPass void main() @@ -42,7 +48,7 @@ void main() vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb; vec3 bloom = texture(Source, vTexCoord).rgb; - source += BLOOM_STRENGTH * bloom; + source += param.BLOOM_STRENGTH * bloom; #endif - FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0); + FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0); } diff --git a/crt/shaders/glow/threshold.slang b/crt/shaders/glow/threshold.slang index e061c48..b1547d2 100644 --- a/crt/shaders/glow/threshold.slang +++ b/crt/shaders/glow/threshold.slang @@ -1,5 +1,14 @@ #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" 3.0 1.2 6.0 0.1 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -24,13 +33,10 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -#define GLOW_WHITEPOINT 1.0 -#define GLOW_ROLLOFF 3.0 - void main() { vec3 color = 1.15 * texture(Source, vTexCoord).rgb; - vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0); + vec3 factor = clamp(color / param.GLOW_WHITEPOINT, 0.0, 1.0); - FragColor = vec4(pow(factor, vec3(GLOW_ROLLOFF)), 1.0); + FragColor = vec4(pow(factor, vec3(param.GLOW_ROLLOFF)), 1.0); } diff --git a/pal/pal-singlepass.slang b/pal/pal-singlepass.slang index cd81d52..0c4f8d4 100644 --- a/pal/pal-singlepass.slang +++ b/pal/pal-singlepass.slang @@ -43,6 +43,17 @@ THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +layout(push_constant) uniform Push +{ + float FIR_GAIN; + float FIR_INVGAIN; + float PHASE_NOISE; +} param; + +#pragma parameter FIR_GAIN "FIR lowpass gain" 1.5 0.0 5.0 0.1 +#pragma parameter FIR_INVGAIN "Inverse gain for luma recovery" 1.1 0.0 5.0 0.1 +#pragma parameter PHASE_NOISE "Phase noise" 1.0 0.0 5.0 0.1 + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -68,30 +79,12 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; - -/* Config options */ - -/* FIR lowpass gain */ -#define FIR_GAIN 1.5 - -/* Inverse gain for luma recovery (correct for stripes) */ -#define FIR_INVGAIN 1.1 - -/* phase noise (2.5 for crappy cable) */ -#define PHASE_NOISE 1.0 - - - - /* Subcarrier frequency */ #define FSC 4433618.75 /* Line frequency */ #define FLINE 15625 - - - #define VISIBLELINES 312 #define PI 3.14159265358 @@ -140,14 +133,13 @@ float FIR[FIRTAPS] = float[FIRTAPS] ( /* subcarrier counts per scan line = FSC/FLINE = 283.7516 */ /* We save the reciprocal of this only to optimize it */ -float counts_per_scanline_reciprocal = 0.00352420920269701; +float counts_per_scanline_reciprocal = 1.0 / (FSC/FLINE); float width_ratio; float height_ratio; float altv; float invx; - /* http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ */ float rand(vec2 co) { @@ -160,7 +152,8 @@ float rand(vec2 co) return fract(sin(sn) * c); } -float modulated(vec2 xy, float sinwt, float coswt) { +float modulated(vec2 xy, float sinwt, float coswt) +{ vec3 rgb = fetch(0, xy, invx).xyz; vec3 yuv = RGB_to_YUV * rgb; @@ -178,14 +171,13 @@ vec2 modem_uv(vec2 xy, float ofs) { vec3 yuv = RGB_to_YUV * rgb; float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0); - if (PHASE_NOISE != 0) + if (param.PHASE_NOISE != 0) { /* .yy is horizontal noise, .xx looks bad, .xy is classic noise */ - vec2 seed = vTexCoord.yy + global.FrameCount; - - wt = wt + PHASE_NOISE * (rand(seed) - 0.5); - sinwt = sin(wt); - coswt = cos(wt + altv); + vec2 seed = xy.yy * global.FrameCount; + wt = wt + param.PHASE_NOISE * (rand(seed) - 0.5); + sinwt = sin(wt); + coswt = cos(wt + altv); } return vec2(signal * sinwt, signal * coswt); @@ -203,7 +195,7 @@ void main() vec2 filtered = vec2(0.0, 0.0); for (int i = 0; i < FIRTAPS; i++) { vec2 uv = modem_uv(xy, i - FIRTAPS*0.5); - filtered += FIR_GAIN * uv * FIR[i]; + filtered += param.FIR_GAIN * uv * FIR[i]; } float t = xy.x * global.SourceSize.x; @@ -212,7 +204,7 @@ void main() float sinwt = sin(wt); float coswt = cos(wt + altv); - float luma = modulated(xy, sinwt, coswt) - FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt); + float luma = modulated(xy, sinwt, coswt) - param.FIR_INVGAIN * (filtered.x * sinwt + filtered.y * coswt); vec3 yuv_result = vec3(luma, filtered.x, filtered.y); FragColor = vec4(YUV_to_RGB * yuv_result, 1.0);