diff --git a/crt/shaders/crtglow_gauss.slangp b/crt/shaders/crtglow_gauss.slangp new file mode 100644 index 0000000..c68ef0c --- /dev/null +++ b/crt/shaders/crtglow_gauss.slangp @@ -0,0 +1,38 @@ +shaders = 7 + +shader0 = shaders/glow/linearize.slang +filter_linear0 = false +srgb_framebuffer0 = true + +shader1 = shaders/glow/gauss_horiz.slang +filter_linear1 = false +scale_type_x1 = viewport +scale_type_y1 = source +scale_x0 = 1.0 +scale_y0 = 1.0 +srgb_framebuffer1 = true + +shader2 = shaders/glow/gauss_vert.slang +filter_linear2 = false +scale_type2 = viewport +scale2 = 1.0 +srgb_framebuffer2 = true + +shader3 = shaders/glow/threshold.slang +filter_linear3 = false +srgb_framebuffer3 = true + +shader4 = shaders/glow/blur_horiz.slang +mipmap_input4 = true +filter_linear4 = true +scale_type4 = source +scale4 = 0.25 +srgb_framebuffer4 = true + +shader5 = shaders/glow/blur_vert.slang +filter_linear5 = true +srgb_framebuffer5 = true + +shader6 = shaders/glow/resolve.slang +filter_linear6 = true + diff --git a/crt/shaders/crtglow_gauss_ntsc_3phase.slangp b/crt/shaders/crtglow_gauss_ntsc_3phase.slangp new file mode 100644 index 0000000..f6bd78b --- /dev/null +++ b/crt/shaders/crtglow_gauss_ntsc_3phase.slangp @@ -0,0 +1,49 @@ +shaders = 8 + +shader0 = ../ntsc/shaders/ntsc-pass1-composite-3phase.slang +filter_linear0 = false +scale_type0 = source +scale_x0 = 4.0 +scale_y0 = 1.0 +frame_count_mod0 = 2 +float_framebuffer0 = true + +shader1 = ../ntsc/shaders/ntsc-pass2-3phase-linear.slang +scale_type1 = source +scale_x1 = 0.5 +scale_y1 = 1.0 +filter_linear1 = false +srgb_framebuffer1 = true + +shader2 = shaders/glow/gauss_horiz.slang +filter_linear2 = false +scale_type_x2 = viewport +scale_type_y2 = source +scale_x = 1.0 +scale_y = 1.0 +srgb_framebuffer2 = true + +shader3 = shaders/glow/gauss_vert.slang +filter_linear3 = false +scale_type3 = viewport +scale3 = 1.0 +srgb_framebuffer3 = true + +shader4 = shaders/glow/threshold.slang +filter_linear4 = false +srgb_framebuffer4 = true + +shader5 = shaders/glow/blur_horiz.slang +mipmap_input5 = true +filter_linear5 = true +scale_type5 = source +scale5 = 0.25 +srgb_framebuffer5 = true + +shader6 = shaders/glow/blur_vert.slang +filter_linear6 = true +srgb_framebuffer6 = true + +shader7 = shaders/glow/resolve.slang +filter_linear7 = true + diff --git a/crt/shaders/crtglow_lanczos.slangp b/crt/shaders/crtglow_lanczos.slangp new file mode 100644 index 0000000..f8f9591 --- /dev/null +++ b/crt/shaders/crtglow_lanczos.slangp @@ -0,0 +1,38 @@ +shaders = 7 + +shader0 = shaders/glow/linearize.slang +filter_linear0 = false +srgb_framebuffer0 = true + +shader1 = shaders/glow/lanczos_horiz.slang +filter_linear1 = false +scale_type_x1 = viewport +scale_type_y1 = source +scale_x = 1.0 +scale_y = 1.0 +srgb_framebuffer1 = true + +shader2 = shaders/glow/gauss_vert.slang +filter_linear2 = false +scale_type2 = viewport +scale2 = 1.0 +srgb_framebuffer2 = true + +shader3 = shaders/glow/threshold.slang +filter_linear3 = false +srgb_framebuffer3 = true + +shader4 = shaders/glow/blur_horiz.slang +mipmap_input4 = true +filter_linear4 = true +scale_type4 = source +scale4 = 0.25 +srgb_framebuffer4 = true + +shader5 = shaders/glow/blur_vert.slang +filter_linear5 = true +srgb_framebuffer5 = true + +shader6 = shaders/glow/resolve.slang +filter_linear6 = true + diff --git a/crt/shaders/glow/blur_horiz.slang b/crt/shaders/glow/blur_horiz.slang new file mode 100644 index 0000000..e0dab5b --- /dev/null +++ b/crt/shaders/glow/blur_horiz.slang @@ -0,0 +1,45 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#include "blur_params.inc" + +#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x)) + +void main() +{ + vec3 col = vec3(0.0); + float dx = 4.0 * global.SourceSize.z; // Mipmapped + + float k_total = 0.0; + for (int i = -TAPS; i <= TAPS; i++) + { + float k = kernel(i); + k_total += k; + col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb; + } + + FragColor = vec4(col / k_total, 1.0); +} diff --git a/crt/shaders/glow/blur_params.inc b/crt/shaders/glow/blur_params.inc new file mode 100644 index 0000000..1a8615c --- /dev/null +++ b/crt/shaders/glow/blur_params.inc @@ -0,0 +1,5 @@ +// Higher value, more centered glow. +// Lower values might need more taps. +#define GLOW_FALLOFF 0.35 +#define TAPS 4 + diff --git a/crt/shaders/glow/blur_vert.slang b/crt/shaders/glow/blur_vert.slang new file mode 100644 index 0000000..69642a6 --- /dev/null +++ b/crt/shaders/glow/blur_vert.slang @@ -0,0 +1,45 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#include "blur_params.inc" + +#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x)) + +void main() +{ + vec3 col = vec3(0.0); + float dy = global.SourceSize.w; + + float k_total = 0.0; + for (int i = -TAPS; i <= TAPS; i++) + { + float k = kernel(i); + k_total += k; + col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb; + } + + FragColor = vec4(col / k_total, 1.0); +} diff --git a/crt/shaders/glow/gauss_horiz.slang b/crt/shaders/glow/gauss_horiz.slang new file mode 100644 index 0000000..81eb6d5 --- /dev/null +++ b/crt/shaders/glow/gauss_horiz.slang @@ -0,0 +1,54 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out float data_pix_no; +layout(location = 2) out float data_one; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + data_pix_no = vTexCoord.x * global.SourceSize.x; + data_one = global.SourceSize.z; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float data_pix_no; +layout(location = 2) in float data_one; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define INV_SQRT_2_PI 0.38 // Doesn't have to be accurate. + +#define HORIZ_GAUSS_WIDTH 0.5 + +void main() +{ + float texel = floor(data_pix_no); + float phase = data_pix_no - texel; + float base_phase = phase.x - 0.5; + vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y); + + vec3 col = vec3(0.0); + for (int i = -2; i <= 2; i++) + { + float phase = base_phase - float(i); + float g = INV_SQRT_2_PI * exp(-0.5 * phase * phase / (HORIZ_GAUSS_WIDTH * HORIZ_GAUSS_WIDTH)) / HORIZ_GAUSS_WIDTH; + col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g; + } + + FragColor = vec4(col, 1.0); +} diff --git a/crt/shaders/glow/gauss_vert.slang b/crt/shaders/glow/gauss_vert.slang new file mode 100644 index 0000000..d23cfb3 --- /dev/null +++ b/crt/shaders/glow/gauss_vert.slang @@ -0,0 +1,72 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 data_pix_no; +layout(location = 2) out float data_one; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + data_pix_no = vTexCoord * global.SourceSize.xy - vec2(0.0, 0.5); + data_one = global.SourceSize.w; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 data_pix_no; +layout(location = 2) in float data_one; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define CRT_GEOM_BEAM 1 + +vec3 beam(vec3 color, float dist) +{ +#if CRT_GEOM_BEAM + vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0)); + vec3 weights = vec3(abs(dist) * 3.333333333); + + return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); +#else + float reciprocal_width = 4.0; + vec3 x = dist * reciprocal_width; + + return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width; +#endif +} + +#define COLOR_BOOST 1.0 + +void main() +{ + vec2 texel = floor(data_pix_no); + float phase = data_pix_no.y - texel.y; + vec2 tex = vec2(texel + 0.5) * global.SourceSize.zw; + + vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb; + vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb; + + float dist0 = phase; + float dist1 = 1.0 - phase; + + vec3 scanline = vec3(0.0); + + scanline += beam(top, dist0); + scanline += beam(bottom, dist1); + + FragColor = vec4(COLOR_BOOST * scanline * 0.869565217391304, 1.0); +} + diff --git a/crt/shaders/glow/lanczos_horiz.slang b/crt/shaders/glow/lanczos_horiz.slang new file mode 100644 index 0000000..abb62b6 --- /dev/null +++ b/crt/shaders/glow/lanczos_horiz.slang @@ -0,0 +1,66 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out float data_pix_no; +layout(location = 2) out float data_one; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + data_pix_no = vTexCoord.x * global.SourceSize.x; + data_one = global.SourceSize.z; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float data_pix_no; +layout(location = 2) in float data_one; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define PI 3.14159265359 + +float sinc(float x) +{ + if (abs(x) < 0.001) + return 1.0; + + x *= PI; + return sin(x) / x; +} + +#define BOOST 1.0 + +void main() +{ + float texel = floor(data_pix_no); + float phase = data_pix_no - texel; + float base_phase = phase - 0.5; + vec2 tex = vec2((texel + 0.5) * global.SourceSize.z, vTexCoord.y); + + vec3 col = vec3(0.0); + for (int i = -2; i <= 2; i++) + { + float phase = base_phase - float(i); + if (abs(phase) < 2.0) + { + float g = BOOST * sinc(phase) * sinc(0.5 * phase); + col += texture(Source, tex + vec2(float(i) * data_one, 0.0)).rgb * g; + } + } + + FragColor = vec4(col, 1.0); +} diff --git a/crt/shaders/glow/linearize.slang b/crt/shaders/glow/linearize.slang new file mode 100644 index 0000000..da295e5 --- /dev/null +++ b/crt/shaders/glow/linearize.slang @@ -0,0 +1,34 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define INPUT_GAMMA 2.4 + +void main() +{ + vec3 color = texture(Source, vTexCoord).rgb; + + FragColor = vec4(pow(color, vec3(INPUT_GAMMA)), 1.0); +} diff --git a/crt/shaders/glow/resolve.slang b/crt/shaders/glow/resolve.slang new file mode 100644 index 0000000..3ea74a9 --- /dev/null +++ b/crt/shaders/glow/resolve.slang @@ -0,0 +1,53 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 PassOutputSize4; + +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 1) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D PassOutput4; + +// For debugging +#define BLOOM_ONLY 0 + +#define BLOOM_STRENGTH 0.45 +#define OUTPUT_GAMMA 2.2 + +#define CRT_PASS PassOutput4 + +void main() +{ + vec2 tex = floor(global.PassOutputSize4.xy * vTexCoord); + tex = (tex + 0.5) * global.PassOutputSize4.zw; + +#if BLOOM_ONLY + vec3 source = BLOOM_STRENGTH * texture(Source, tex).rgb; +#else + + /* TODO/FIXME - In slang, how do I get the equivalent of PASSPREV4.tex_coord? */ + vec3 source = 1.15 * texture(CRT_PASS, tex).rgb; + vec3 bloom = texture(Source, tex).rgb; + source += BLOOM_STRENGTH * bloom; +#endif + FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / OUTPUT_GAMMA)), 1.0); +} diff --git a/crt/shaders/glow/threshold.slang b/crt/shaders/glow/threshold.slang new file mode 100644 index 0000000..e061c48 --- /dev/null +++ b/crt/shaders/glow/threshold.slang @@ -0,0 +1,36 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define GLOW_WHITEPOINT 1.0 +#define GLOW_ROLLOFF 3.0 + +void main() +{ + vec3 color = 1.15 * texture(Source, vTexCoord).rgb; + vec3 factor = clamp(color / GLOW_WHITEPOINT, 0.0, 1.0); + + FragColor = vec4(pow(factor, vec3(GLOW_ROLLOFF)), 1.0); +}