Merge pull request #26 from rz5/master

Added parameters to all modified files.
This commit is contained in:
hizzlekizzle 2016-08-03 08:20:31 -05:00 committed by GitHub
commit efc3ef4538
9 changed files with 437 additions and 321 deletions

View file

@ -1,8 +1,4 @@
#version 450 #version 450
/* COMPATIBILITY
- HLSL compilers
- Cg compilers
*/
/* /*
cgwg's CRT shader 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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -57,7 +60,7 @@ void main()
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
vec2 delta = 1.0 / global.SourceSize.xy; vec2 delta = global.SourceSize.zw;
float dx = delta.x; float dx = delta.x;
float dy = delta.y; float dy = delta.y;
@ -88,9 +91,6 @@ layout(location = 10) in vec2 ratio_scale;
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;
/* Config */
#define CRTCGWG_GAMMA 2.7
#define TEX2D(c) texture(Source ,(c)) #define TEX2D(c) texture(Source ,(c))
#define PI 3.141592653589 #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 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; 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)); col = pow(col, vec3(param.CRTCGWG_GAMMA));
col2 = pow(col2, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA)); col2 = pow(col2, vec3(param.CRTCGWG_GAMMA));
vec3 sqrt1 = inversesqrt(0.5 * wid); vec3 sqrt1 = inversesqrt(0.5 * wid);
vec3 sqrt2 = inversesqrt(0.5 * wid2); vec3 sqrt2 = inversesqrt(0.5 * wid2);

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@ -1,5 +1,44 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -53,24 +92,6 @@ layout(location = 0) in vec2 vTexCoord;
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;
#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 FIX(c) max(abs(c), 1e-5)
#define PI 3.141592653589 #define PI 3.141592653589
@ -81,7 +102,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
vec4 dilate(vec4 col) vec4 dilate(vec4 col)
{ {
vec4 x = mix(vec4(1.0), col, DILATION); vec4 x = mix(vec4(1.0), col, param.DILATION);
return col * x; return col * x;
} }
@ -129,7 +150,7 @@ void main()
vec3 col, col2; vec3 col, col2;
#if ENABLE_LANCZOS #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); 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)); col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
col2 = filter_lanczos(coeffs, get_color_matrix(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, param.SHARPNESS_H);
col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); 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); col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
#endif #endif
col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V)); col = mix(col, col2, curve_distance(dist.y, param.SHARPNESS_V));
col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0))); col = pow(col, vec3(param.GAMMA_INPUT / (param.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) * 0.5; 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, param.SCANLINE_BRIGHT_MIN, param.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 * 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) * SCANLINE_STRENGTH; 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; float mask = 1.0 - param.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.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) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); 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; 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) if (global.SourceSize.y >= param.SCANLINE_CUTOFF)
scan_weight = 1.0; scan_weight = 1.0;
col2 = col.rgb; col2 = col.rgb;
col *= vec3(scan_weight); col *= vec3(scan_weight);
col = mix(col, col2, scan_bright); col = mix(col, col2, scan_bright);
col *= mask_weight; 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);
} }

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@ -1,5 +1,36 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -12,9 +43,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord; 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() void main()
{ {
@ -26,25 +54,8 @@ void main()
layout(location = 0) in vec2 vTexCoord; layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord; layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor; 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; 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 Hyllian's CRT Shader
@ -69,8 +80,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
THE SOFTWARE. THE SOFTWARE.
*/ */
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) #define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma))
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) #define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma))
// Horizontal cubic filter. // Horizontal cubic filter.
@ -103,16 +114,16 @@ void main()
{ {
vec3 color; 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 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), 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 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 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz);
vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz); vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz);
@ -137,36 +148,36 @@ void main()
// Anti-ringing // Anti-ringing
vec3 aux = color0; vec3 aux = color0;
color0 = clamp(color0, min_sample, max_sample); color0 = clamp(color0, min_sample, max_sample);
color0 = mix(aux, color0, CRT_ANTI_RINGING); color0 = mix(aux, color0, param.CRT_ANTI_RINGING);
aux = color1; aux = color1;
color1 = clamp(color1, min_sample, max_sample); 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 pos0 = fp.y;
float pos1 = 1 - fp.y; float pos1 = 1 - fp.y;
vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color0); vec3 lum0 = mix(vec3(param.BEAM_MIN_WIDTH), vec3(param.BEAM_MAX_WIDTH), color0);
vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color1); 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 d0 = clamp(pos0/(lum0 + 0.0000001), 0.0, 1.0);
vec3 d1 = clamp(pos1/(lum1 + 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); d0 = exp(-10.0*param.SCANLINES_STRENGTH*d0*d0);
d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1); d1 = exp(-10.0*param.SCANLINES_STRENGTH*d1*d1);
color = clamp(color0*d0 + color1*d1, 0.0, 1.0); 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 dotMaskWeights = mix(
vec3(1.0, 0.7, 1.0), vec3(1.0, 0.7, 1.0),
vec3(0.7, 1.0, 0.7), 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); color = GAMMA_OUT(color);

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@ -1,5 +1,36 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -38,22 +69,6 @@ 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;
// -- 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 //Uncomment to reduce instructions with simpler linearization
//(fixes HD3000 Sandy Bridge IGP) //(fixes HD3000 Sandy Bridge IGP)
//#define SIMPLE_LINEAR_GAMMA //#define SIMPLE_LINEAR_GAMMA
@ -68,7 +83,7 @@ float ToLinear1(float c)
{ {
return c; return c;
} }
float3 ToLinear(vec3 c) vec3 ToLinear(vec3 c)
{ {
return c; return c;
} }
@ -79,13 +94,17 @@ vec3 ToSrgb(vec3 c)
#else #else
float ToLinear1(float c) float ToLinear1(float c)
{ {
if (scaleInLinearGamma==0) return c; if (param.scaleInLinearGamma == 0)
return c;
return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4);
} }
vec3 ToLinear(vec3 c) vec3 ToLinear(vec3 c)
{ {
if (scaleInLinearGamma==0) return c; if (param.scaleInLinearGamma==0)
return c;
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
} }
@ -93,13 +112,17 @@ vec3 ToLinear(vec3 c)
// Assuming using sRGB typed textures this should not be needed. // Assuming using sRGB typed textures this should not be needed.
float ToSrgb1(float c) float ToSrgb1(float c)
{ {
if (scaleInLinearGamma==0) return c; if (param.scaleInLinearGamma == 0)
return c;
return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
} }
vec3 ToSrgb(vec3 c) vec3 ToSrgb(vec3 c)
{ {
if (scaleInLinearGamma==0) return c; if (param.scaleInLinearGamma == 0)
return c;
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
} }
#endif #endif
@ -111,30 +134,42 @@ vec3 ToSrgb(vec3 c)
vec3 Fetch(vec2 pos,vec2 off){ vec3 Fetch(vec2 pos,vec2 off){
pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy;
#ifdef SIMPLE_LINEAR_GAMMA #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 #else
return ToLinear(brightboost * texture(Source,pos.xy).rgb);} return ToLinear(param.brightBoost * texture(Source,pos.xy).rgb);}
#endif #endif
// Distance in emulated pixels to nearest texel. // 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. // 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. // 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){ vec3 Horz3(vec2 pos, float off)
{
vec3 b = Fetch(pos, vec2(-1.0, off)); vec3 b = Fetch(pos, vec2(-1.0, off));
vec3 c = Fetch(pos, vec2( 0.0, off)); vec3 c = Fetch(pos, vec2( 0.0, off));
vec3 d = Fetch(pos, vec2( 1.0, off)); vec3 d = Fetch(pos, vec2( 1.0, off));
float dst = Dist(pos).x; float dst = Dist(pos).x;
// Convert distance to weight. // Convert distance to weight.
float scale=hardPix; float scale = param.hardPix;
float wb = Gaus(dst-1.0,scale); float wb = Gaus(dst-1.0,scale);
float wc = Gaus(dst+0.0,scale); float wc = Gaus(dst+0.0,scale);
float wd = Gaus(dst+1.0,scale); float wd = Gaus(dst+1.0,scale);
// Return filtered sample. // Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);} return (b*wb+c*wc+d*wd)/(wb+wc+wd);
}
// 5-tap Gaussian filter along horz line. // 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){ vec3 Horz5(vec2 pos,float off){
@ -143,19 +178,23 @@ vec3 Horz5(vec2 pos,float off){
vec3 c = Fetch(pos,vec2( 0.0, off)); vec3 c = Fetch(pos,vec2( 0.0, off));
vec3 d = Fetch(pos,vec2( 1.0, off)); vec3 d = Fetch(pos,vec2( 1.0, off));
vec3 e = Fetch(pos,vec2( 2.0, off)); vec3 e = Fetch(pos,vec2( 2.0, off));
float dst = Dist(pos).x; float dst = Dist(pos).x;
// Convert distance to weight. // Convert distance to weight.
float scale=hardPix; float scale = param.hardPix;
float wa = Gaus(dst - 2.0, scale); float wa = Gaus(dst - 2.0, scale);
float wb = Gaus(dst - 1.0, scale); float wb = Gaus(dst - 1.0, scale);
float wc = Gaus(dst + 0.0, scale); float wc = Gaus(dst + 0.0, scale);
float wd = Gaus(dst + 1.0, scale); float wd = Gaus(dst + 1.0, scale);
float we = Gaus(dst + 2.0, scale); float we = Gaus(dst + 2.0, scale);
// Return filtered sample. // Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
}
// 7-tap Gaussian filter along horz line. // 7-tap Gaussian filter along horz line.
vec3 Horz7(vec2 pos,float off){ vec3 Horz7(vec2 pos,float off)
{
vec3 a = Fetch(pos, vec2(-3.0, off)); vec3 a = Fetch(pos, vec2(-3.0, off));
vec3 b = Fetch(pos, vec2(-2.0, off)); vec3 b = Fetch(pos, vec2(-2.0, off));
vec3 c = Fetch(pos, vec2(-1.0, off)); vec3 c = Fetch(pos, vec2(-1.0, off));
@ -163,9 +202,10 @@ vec3 Horz7(vec2 pos,float off){
vec3 e = Fetch(pos, vec2( 1.0, off)); vec3 e = Fetch(pos, vec2( 1.0, off));
vec3 f = Fetch(pos, vec2( 2.0, off)); vec3 f = Fetch(pos, vec2( 2.0, off));
vec3 g = Fetch(pos, vec2( 3.0, off)); vec3 g = Fetch(pos, vec2( 3.0, off));
float dst = Dist(pos).x; float dst = Dist(pos).x;
// Convert distance to weight. // Convert distance to weight.
float scale=hardBloomPix; float scale = param.hardBloomPix;
float wa = Gaus(dst - 3.0, scale); float wa = Gaus(dst - 3.0, scale);
float wb = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 2.0, scale);
float wc = Gaus(dst - 1.0, scale); float wc = Gaus(dst - 1.0, scale);
@ -173,110 +213,140 @@ vec3 Horz7(vec2 pos,float off){
float we = Gaus(dst + 1.0, scale); float we = Gaus(dst + 1.0, scale);
float wf = Gaus(dst + 2.0, scale); float wf = Gaus(dst + 2.0, scale);
float wg = Gaus(dst + 3.0, scale); float wg = Gaus(dst + 3.0, scale);
// Return filtered sample. // 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 (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
}
// Return scanline weight. // Return scanline weight.
float Scan(vec2 pos,float off){ float Scan(vec2 pos, float off)
{
float dst = Dist(pos).y; float dst = Dist(pos).y;
return Gaus(dst+off,hardScan);}
return Gaus(dst + off, param.hardScan);
}
// Return scanline weight for bloom. // Return scanline weight for bloom.
float BloomScan(vec2 pos,float off){ float BloomScan(vec2 pos, float off)
{
float dst = Dist(pos).y; float dst = Dist(pos).y;
return Gaus(dst+off,hardBloomScan);}
return Gaus(dst + off, param.hardBloomScan);
}
// Allow nearest three lines to effect pixel. // Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){ vec3 Tri(vec2 pos)
{
vec3 a = Horz3(pos,-1.0); vec3 a = Horz3(pos,-1.0);
vec3 b = Horz5(pos, 0.0); vec3 b = Horz5(pos, 0.0);
vec3 c = Horz3(pos, 1.0); vec3 c = Horz3(pos, 1.0);
float wa = Scan(pos,-1.0); float wa = Scan(pos,-1.0);
float wb = Scan(pos, 0.0); float wb = Scan(pos, 0.0);
float wc = Scan(pos, 1.0); float wc = Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
return a*wa + b*wb + c*wc;
}
// Small bloom. // Small bloom.
vec3 Bloom(vec2 pos){ vec3 Bloom(vec2 pos)
{
vec3 a = Horz5(pos,-2.0); vec3 a = Horz5(pos,-2.0);
vec3 b = Horz7(pos,-1.0); vec3 b = Horz7(pos,-1.0);
vec3 c = Horz7(pos, 0.0); vec3 c = Horz7(pos, 0.0);
vec3 d = Horz7(pos, 1.0); vec3 d = Horz7(pos, 1.0);
vec3 e = Horz5(pos, 2.0); vec3 e = Horz5(pos, 2.0);
float wa = BloomScan(pos,-2.0); float wa = BloomScan(pos,-2.0);
float wb = BloomScan(pos,-1.0); float wb = BloomScan(pos,-1.0);
float wc = BloomScan(pos, 0.0); float wc = BloomScan(pos, 0.0);
float wd = BloomScan(pos, 1.0); float wd = BloomScan(pos, 1.0);
float we = BloomScan(pos, 2.0); float we = BloomScan(pos, 2.0);
return a*wa+b*wb+c*wc+d*wd+e*we;}
return a*wa+b*wb+c*wc+d*wd+e*we;
}
// Distortion of scanlines, and end of screen alpha. // Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){ vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0; 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)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY);
return pos*0.5+0.5;}
return pos*0.5 + 0.5;
}
// Shadow mask. // Shadow mask.
vec3 Mask(vec2 pos){ vec3 Mask(vec2 pos)
vec3 mask=vec3(maskDark,maskDark,maskDark); {
vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark);
// Very compressed TV style shadow mask. // Very compressed TV style shadow mask.
if (shadowMask == 1.0) { if (param.shadowMask == 1.0)
float line=maskLight; {
float line = param.maskLight;
float odd = 0.0; 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; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
else if(pos.x<0.666)mask.g=maskLight; if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark;
else mask.b=maskLight;
pos.x = fract(pos.x*0.333333333);
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; mask*=line;
} }
// Aperture-grille. // Aperture-grille.
else if (shadowMask == 2.0) { else if (param.shadowMask == 2.0)
pos.x=fract(pos.x/3.0); {
pos.x = fract(pos.x*0.333333333);
if(pos.x<0.333)mask.r=maskLight; if (pos.x < 0.333) mask.r = param.maskLight;
else if(pos.x<0.666)mask.g=maskLight; else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b=maskLight; else mask.b = param.maskLight;
} }
// Stretched VGA style shadow mask (same as prior shaders). // Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0) { else if (param.shadowMask == 3.0)
{
pos.x += pos.y*3.0; pos.x += pos.y*3.0;
pos.x=fract(pos.x/6.0); pos.x = fract(pos.x*0.166666666);
if(pos.x<0.333)mask.r=maskLight; if (pos.x < 0.333) mask.r = param.maskLight;
else if(pos.x<0.666)mask.g=maskLight; else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b=maskLight; else mask.b = param.maskLight;
} }
// VGA style shadow mask. // VGA style shadow mask.
else if (shadowMask == 4.0) { else if (param.shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0; pos.x += pos.y*3.0;
pos.x=fract(pos.x/6.0); pos.x = fract(pos.x*0.166666666);
if(pos.x<0.333)mask.r=maskLight; if (pos.x < 0.333) mask.r = param.maskLight;
else if(pos.x<0.666)mask.g=maskLight; else if (pos.x < 0.666) mask.g = param.maskLight;
else mask.b=maskLight; else mask.b = param.maskLight;
} }
return mask;} return mask;
}
void main() void main()
{ {
vec2 pos = Warp(vTexCoord); vec2 pos = Warp(vTexCoord);
vec3 outColor = Tri(pos); vec3 outColor = Tri(pos);
#ifdef DO_BLOOM #ifdef DO_BLOOM
//Add Bloom //Add Bloom
outColor.rgb+=Bloom(pos)*bloomAmount; outColor.rgb += Bloom(pos)*param.bloomAmount;
#endif #endif
if(shadowMask > 0.0)
if (param.shadowMask > 0.0)
outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
//hacky clamp fix
/* TODO/FIXME - hacky clamp fix */
vec2 bordertest = (pos); vec2 bordertest = (pos);
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
outColor.rgb = outColor.rgb; outColor.rgb = outColor.rgb;

View file

@ -1,5 +1,12 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -48,8 +55,6 @@ vec3 beam(vec3 color, float dist)
#endif #endif
} }
#define COLOR_BOOST 1.0
void main() void main()
{ {
vec2 texel = floor(data_pix_no); vec2 texel = floor(data_pix_no);
@ -67,6 +72,6 @@ void main()
scanline += beam(top, dist0); scanline += beam(top, dist0);
scanline += beam(bottom, dist1); scanline += beam(bottom, dist1);
FragColor = vec4(COLOR_BOOST * scanline * 0.869565217391304, 1.0); FragColor = vec4(param.BOOST * scanline * 0.869565217391304, 1.0);
} }

View file

@ -1,5 +1,12 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -24,11 +31,9 @@ layout(location = 0) in vec2 vTexCoord;
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;
#define INPUT_GAMMA 2.4
void main() void main()
{ {
vec3 color = texture(Source, vTexCoord).rgb; 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);
} }

View file

@ -1,5 +1,14 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -29,9 +38,6 @@ layout(set = 0, binding = 2) uniform sampler2D CRTPass;
// For debugging // For debugging
#define BLOOM_ONLY 0 #define BLOOM_ONLY 0
#define BLOOM_STRENGTH 0.45
#define OUTPUT_GAMMA 2.2
#define CRT_PASS CRTPass #define CRT_PASS CRTPass
void main() void main()
@ -42,7 +48,7 @@ void main()
vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb; vec3 source = 1.15 * texture(CRT_PASS, vTexCoord).rgb;
vec3 bloom = texture(Source, vTexCoord).rgb; vec3 bloom = texture(Source, vTexCoord).rgb;
source += BLOOM_STRENGTH * bloom; source += param.BLOOM_STRENGTH * bloom;
#endif #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);
} }

View file

@ -1,5 +1,14 @@
#version 450 #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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -24,13 +33,10 @@ layout(location = 0) in vec2 vTexCoord;
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;
#define GLOW_WHITEPOINT 1.0
#define GLOW_ROLLOFF 3.0
void main() void main()
{ {
vec3 color = 1.15 * texture(Source, vTexCoord).rgb; 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);
} }

View file

@ -43,6 +43,17 @@
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 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 layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
@ -68,30 +79,12 @@ layout(location = 0) in vec2 vTexCoord;
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;
/* 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 */ /* Subcarrier frequency */
#define FSC 4433618.75 #define FSC 4433618.75
/* Line frequency */ /* Line frequency */
#define FLINE 15625 #define FLINE 15625
#define VISIBLELINES 312 #define VISIBLELINES 312
#define PI 3.14159265358 #define PI 3.14159265358
@ -140,14 +133,13 @@ float FIR[FIRTAPS] = float[FIRTAPS] (
/* subcarrier counts per scan line = FSC/FLINE = 283.7516 */ /* subcarrier counts per scan line = FSC/FLINE = 283.7516 */
/* We save the reciprocal of this only to optimize it */ /* 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 width_ratio;
float height_ratio; float height_ratio;
float altv; float altv;
float invx; float invx;
/* http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ */ /* http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ */
float rand(vec2 co) float rand(vec2 co)
{ {
@ -160,7 +152,8 @@ float rand(vec2 co)
return fract(sin(sn) * c); 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 rgb = fetch(0, xy, invx).xyz;
vec3 yuv = RGB_to_YUV * rgb; vec3 yuv = RGB_to_YUV * rgb;
@ -178,12 +171,11 @@ vec2 modem_uv(vec2 xy, float ofs) {
vec3 yuv = RGB_to_YUV * rgb; vec3 yuv = RGB_to_YUV * rgb;
float signal = clamp(yuv.x + yuv.y * sinwt + yuv.z * coswt, 0.0, 1.0); 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 */ /* .yy is horizontal noise, .xx looks bad, .xy is classic noise */
vec2 seed = vTexCoord.yy + global.FrameCount; vec2 seed = xy.yy * global.FrameCount;
wt = wt + param.PHASE_NOISE * (rand(seed) - 0.5);
wt = wt + PHASE_NOISE * (rand(seed) - 0.5);
sinwt = sin(wt); sinwt = sin(wt);
coswt = cos(wt + altv); coswt = cos(wt + altv);
} }
@ -203,7 +195,7 @@ void main()
vec2 filtered = vec2(0.0, 0.0); vec2 filtered = vec2(0.0, 0.0);
for (int i = 0; i < FIRTAPS; i++) { for (int i = 0; i < FIRTAPS; i++) {
vec2 uv = modem_uv(xy, i - FIRTAPS*0.5); 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; float t = xy.x * global.SourceSize.x;
@ -212,7 +204,7 @@ void main()
float sinwt = sin(wt); float sinwt = sin(wt);
float coswt = cos(wt + altv); 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); vec3 yuv_result = vec3(luma, filtered.x, filtered.y);
FragColor = vec4(YUV_to_RGB * yuv_result, 1.0); FragColor = vec4(YUV_to_RGB * yuv_result, 1.0);