mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Merge pull request #26 from rz5/master
Added parameters to all modified files.
This commit is contained in:
commit
efc3ef4538
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@ -1,8 +1,4 @@
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#version 450
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#version 450
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/* COMPATIBILITY
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- HLSL compilers
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- Cg compilers
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*/
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/*
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/*
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cgwg's CRT shader
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cgwg's CRT shader
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@ -25,6 +21,13 @@
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)
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)
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*/
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*/
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layout(push_constant) uniform Push
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{
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float CRTCGWG_GAMMA;
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} param;
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#pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -57,7 +60,7 @@ void main()
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord;
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vec2 delta = 1.0 / global.SourceSize.xy;
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vec2 delta = global.SourceSize.zw;
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float dx = delta.x;
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float dx = delta.x;
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float dy = delta.y;
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float dy = delta.y;
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@ -88,9 +91,6 @@ layout(location = 10) in vec2 ratio_scale;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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/* Config */
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#define CRTCGWG_GAMMA 2.7
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#define TEX2D(c) texture(Source ,(c))
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#define TEX2D(c) texture(Source ,(c))
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#define PI 3.141592653589
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#define PI 3.141592653589
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@ -115,8 +115,8 @@ void main()
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vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
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vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
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vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
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vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
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col = pow(col, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA));
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col = pow(col, vec3(param.CRTCGWG_GAMMA));
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col2 = pow(col2, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA));
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col2 = pow(col2, vec3(param.CRTCGWG_GAMMA));
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vec3 sqrt1 = inversesqrt(0.5 * wid);
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vec3 sqrt1 = inversesqrt(0.5 * wid);
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vec3 sqrt2 = inversesqrt(0.5 * wid2);
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vec3 sqrt2 = inversesqrt(0.5 * wid2);
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@ -1,5 +1,44 @@
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#version 450
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#version 450
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layout(push_constant) uniform Push
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{
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float BRIGHT_BOOST;
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float DILATION;
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float GAMMA_INPUT;
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float GAMMA_OUTPUT;
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float MASK_SIZE;
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float MASK_STAGGER;
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float MASK_STRENGTH;
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float MASK_DOT_HEIGHT;
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float MASK_DOT_WIDTH;
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float SCANLINE_CUTOFF;
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float SCANLINE_BEAM_WIDTH_MAX;
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float SCANLINE_BEAM_WIDTH_MIN;
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float SCANLINE_BRIGHT_MAX;
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float SCANLINE_BRIGHT_MIN;
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float SCANLINE_STRENGTH;
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float SHARPNESS_H;
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float SHARPNESS_V;
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} param;
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#pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.5 0.0 1.0 0.05
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#pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
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#pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.01
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#pragma parameter MASK_DOT_WIDTH "Mask Dot Width" 1.0 1.0 100.0 1.0
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#pragma parameter MASK_DOT_HEIGHT "Mask Dot Height" 1.0 1.0 100.0 1.0
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#pragma parameter MASK_STAGGER "Mask Stagger" 0.0 0.0 100.0 1.0
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#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
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#pragma parameter SCANLINE_STRENGTH "Scanline Strength" 1.0 0.0 1.0 0.05
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#pragma parameter SCANLINE_BEAM_WIDTH_MIN "Scanline Beam Width Min." 1.5 0.5 5.0 0.5
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#pragma parameter SCANLINE_BEAM_WIDTH_MAX "Scanline Beam Width Max." 1.5 0.5 5.0 0.5
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#pragma parameter SCANLINE_BRIGHT_MIN "Scanline Brightness Min." 0.35 0.0 1.0 0.05
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#pragma parameter SCANLINE_BRIGHT_MAX "Scanline Brightness Max." 0.65 0.0 1.0 0.05
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#pragma parameter SCANLINE_CUTOFF "Scanline Cutoff" 400.0 1.0 1000.0 1.0
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#pragma parameter GAMMA_INPUT "Gamma Input" 2.0 0.1 5.0 0.1
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#pragma parameter GAMMA_OUTPUT "Gamma Output" 1.8 0.1 5.0 0.1
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#pragma parameter BRIGHT_BOOST "Brightness Boost" 1.2 1.0 2.0 0.01
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#pragma parameter DILATION "Dilation" 1.0 0.0 1.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -53,24 +92,6 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define SHARPNESS_H 0.5
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#define SHARPNESS_V 1.0
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#define MASK_STRENGTH 0.3
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#define MASK_DOT_WIDTH 1.0
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#define MASK_DOT_HEIGHT 1.0
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#define MASK_STAGGER 0.0
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#define MASK_SIZE 1.0
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#define SCANLINE_STRENGTH 1.0
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#define SCANLINE_BEAM_WIDTH_MIN 1.5
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#define SCANLINE_BEAM_WIDTH_MAX 1.5
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#define SCANLINE_BRIGHT_MIN 0.35
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#define SCANLINE_BRIGHT_MAX 0.65
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#define SCANLINE_CUTOFF 400.0
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#define GAMMA_INPUT 2.0
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#define GAMMA_OUTPUT 1.8
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#define BRIGHT_BOOST 1.2
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#define DILATION 1.0
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#define FIX(c) max(abs(c), 1e-5)
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#define FIX(c) max(abs(c), 1e-5)
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#define PI 3.141592653589
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#define PI 3.141592653589
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@ -81,7 +102,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 dilate(vec4 col)
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vec4 dilate(vec4 col)
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{
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{
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vec4 x = mix(vec4(1.0), col, DILATION);
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vec4 x = mix(vec4(1.0), col, param.DILATION);
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return col * x;
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return col * x;
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}
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}
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@ -129,7 +150,7 @@ void main()
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vec3 col, col2;
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vec3 col, col2;
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#if ENABLE_LANCZOS
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#if ENABLE_LANCZOS
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curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
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curve_x = curve_distance(dist.x, param.SHARPNESS_H * param.SHARPNESS_H);
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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@ -140,38 +161,38 @@ void main()
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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#else
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curve_x = curve_distance(dist.x, SHARPNESS_H);
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curve_x = curve_distance(dist.x, param.SHARPNESS_H);
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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#endif
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#endif
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col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
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col = mix(col, col2, curve_distance(dist.y, param.SHARPNESS_V));
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0)));
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col = pow(col, vec3(param.GAMMA_INPUT / (param.DILATION + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
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float scan_bright = clamp(bright, param.SCANLINE_BRIGHT_MIN, param.SCANLINE_BRIGHT_MAX);
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float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
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float scan_beam = clamp(bright * param.SCANLINE_BEAM_WIDTH_MAX, param.SCANLINE_BEAM_WIDTH_MIN, param.SCANLINE_BEAM_WIDTH_MAX);
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * param.SCANLINE_STRENGTH;
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float mask = 1.0 - MASK_STRENGTH;
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float mask = 1.0 - param.MASK_STRENGTH;
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vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
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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)));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * param.MASK_STAGGER) / param.MASK_DOT_WIDTH, 3.0));
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vec3 mask_weight;
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vec3 mask_weight;
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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else mask_weight = vec3(mask, mask, 1.0);
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if (global.SourceSize.y >= SCANLINE_CUTOFF)
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if (global.SourceSize.y >= param.SCANLINE_CUTOFF)
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scan_weight = 1.0;
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scan_weight = 1.0;
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col2 = col.rgb;
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col2 = col.rgb;
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col *= vec3(scan_weight);
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col *= vec3(scan_weight);
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col = mix(col, col2, scan_bright);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GAMMA_OUTPUT));
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col = pow(col, vec3(1.0 / param.GAMMA_OUTPUT));
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FragColor = vec4(col * BRIGHT_BOOST, 1.0);
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FragColor = vec4(col * param.BRIGHT_BOOST, 1.0);
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}
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}
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@ -1,5 +1,36 @@
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#version 450
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#version 450
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layout(push_constant) uniform Push
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{
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float PHOSPHOR;
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float VSCANLINES;
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float InputGamma;
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float OutputGamma;
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float SHARPNESS;
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float COLOR_BOOST;
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float RED_BOOST;
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float GREEN_BOOST;
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float BLUE_BOOST;
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float SCANLINES_STRENGTH;
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float BEAM_MIN_WIDTH;
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float BEAM_MAX_WIDTH;
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float CRT_ANTI_RINGING;
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} param;
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#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0
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#pragma parameter VSCANLINES "CRT - Scanlines Direction" 0.0 0.0 1.0 1.0
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#pragma parameter InputGamma "CRT - Input gamma" 2.5 0.0 5.0 0.1
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#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1
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#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0
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#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05
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#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01
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#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01
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#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01
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#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.50 0.0 1.0 0.02
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#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02
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#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02
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#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
{
|
{
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mat4 MVP;
|
mat4 MVP;
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||||||
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@ -12,9 +43,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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layout(location = 0) in vec4 Position;
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layout(location = 0) in vec4 Position;
|
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layout(location = 1) in vec2 TexCoord;
|
layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
|
layout(location = 0) out vec2 vTexCoord;
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layout(location = 2) out float frame_count;
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layout(location = 3) out float frame_direction;
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layout(location = 4) out float frame_rotation;
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||||||
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||||||
void main()
|
void main()
|
||||||
{
|
{
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||||||
|
@ -26,25 +54,8 @@ void main()
|
||||||
layout(location = 0) in vec2 vTexCoord;
|
layout(location = 0) in vec2 vTexCoord;
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||||||
layout(location = 1) in vec2 FragCoord;
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layout(location = 1) in vec2 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(location = 2) in float frame_count;
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||||||
layout(location = 3) in float frame_direction;
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layout(location = 4) in float frame_rotation;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PHOSPHOR 1.0
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#define VSCANLINES 0.0
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#define InputGamma 2.5
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#define OutputGamma 2.2
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#define SHARPNESS 1.0
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#define COLOR_BOOST 1.5
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#define RED_BOOST 1.0
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#define GREEN_BOOST 1.0
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#define BLUE_BOOST 1.0
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#define SCANLINES_STRENGTH 0.50
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|
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#define BEAM_MIN_WIDTH 0.86
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#define BEAM_MAX_WIDTH 1.0
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#define CRT_ANTI_RINGING 0.8
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|
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|
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/*
|
/*
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||||||
Hyllian's CRT Shader
|
Hyllian's CRT Shader
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||||||
|
|
||||||
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@ -69,8 +80,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
THE SOFTWARE.
|
THE SOFTWARE.
|
||||||
*/
|
*/
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||||||
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|
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma))
|
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma))
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||||||
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// 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);
|
||||||
|
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
|
Loading…
Reference in a new issue