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Update zfast_crt_composite.slang
1:1 with glsl
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@ -19,16 +19,17 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 OutputSize;
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uint FrameCount;
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uint FrameCount;
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float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat;
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float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat, FLICK;
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} params;
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} params;
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#pragma parameter blurx "Convergence X-Axis" 0.45 -1.0 2.0 0.05
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#pragma parameter blurx "Convergence X-Axis" 0.45 -1.0 2.0 0.05
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#pragma parameter blury "Convergence Y-Axis" -0.25 -1.0 1.0 0.05
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#pragma parameter blury "Convergence Y-Axis" -0.25 -1.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.3 0.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.4 0.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.2 0.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.3 0.0 1.0 0.05
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#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
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#pragma parameter MASK_DARK "Mask Effect Amount" 0.3 0.0 1.0 0.05
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#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
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#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.7 0.0 1.0 0.05
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#pragma parameter sat "Saturation" 1.1 0.0 3.0 0.05
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#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.05
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#pragma parameter FLICK "Flicker" 10.0 0.0 50.0 1.0
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#define pi 3.14159
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#define pi 3.14159
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#define blurx params.blurx
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#define blurx params.blurx
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@ -39,6 +40,10 @@ float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE,
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#define MASK_DARK params.MASK_DARK
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#define MASK_DARK params.MASK_DARK
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#define MASK_FADE params.MASK_FADE
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#define MASK_FADE params.MASK_FADE
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#define sat params.sat
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#define sat params.sat
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#define FLICK params.FLICK
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#define SourceSize params.SourceSize
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#define OriginalSize params.OriginalSize
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#define OutputSize params.OutputSize
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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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@ -65,35 +70,43 @@ layout(location = 1) in float maskFade;
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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 blur_y blury/(SourceSize.y*2.0)
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#define blur_x blurx/(SourceSize.x*2.0)
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#define iTimer (float(params.FrameCount)*2.0)
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#define flicker FLICK/1000.0
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void main()
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void main()
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{
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{
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vec2 pos = vTexCoord.xy;
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vec2 pos = vTexCoord;
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float cent = floor(vTexCoord.y*SourceSize.y)+0.5;
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float ycoord = cent*SourceSize.w;
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pos = vec2(vTexCoord.x,ycoord);
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vec3 sample1 = sin(iTimer)*flicker + texture(Source,vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
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vec3 sample2 = 0.5*texture(Source,pos).rgb;
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vec3 sample3 = sin(iTimer)*flicker + texture(Source,vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
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vec3 sample1 = texture(Source,vec2(pos.x + blurx/1000.0, pos.y - blury/1000.0)).rgb;
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vec3 colour = vec3 (sample1.r*0.5 + sample2.r,
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vec3 sample2 = texture(Source,pos).rgb;
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sample1.g*0.25 + sample2.g + sample3.g*0.25,
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vec3 sample3 = texture(Source,vec2(pos.x - blurx/1000.0, pos.y + blury/1000.0)).rgb;
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sample2.b + sample3.b*0.5);
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vec3 colour = vec3 (sample1.r*0.5+sample2.r*0.5, sample1.g*0.25 + sample2.g*0.5 + sample3.g*0.25, sample2.b*0.5 + sample3.b*0.5);
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vec3 lumweight=vec3(0.22,0.71,0.07);
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float lum = colour.r*0.4 + colour.g*0.4 + colour.b*0.2;
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float lum = dot(colour,lumweight);
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vec3 lumweight=vec3(0.3,0.6,0.1);
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vec3 graycolour = vec3(lum);
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float gray = dot(colour,lumweight);
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colour = vec3(mix(graycolour,colour.rgb,sat));
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vec3 graycolour = vec3(gray);
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//Gamma-like
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float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b));
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colour*=mix(0.4,1.0,lum);
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float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,lum);
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float scanLine = SCANAMOUNT * sin(fract(vTexCoord.y*SourceSize.y)*3.14159)+1.0-SCANAMOUNT;
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float scanLine = SCANAMOUNT * sin(2.0*pi*pos.y*params.SourceSize.y);
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if (OriginalSize.y > 400.0) scanLine = 1.0;
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float whichmask = fract((pos.x*params.OutputSize.x)*0.4999);
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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//Gamma-like
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float whichmask = fract(vTexCoord.x*OutputSize.x*0.4999);
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colour*=mix(1.5,1.0,lum);
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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colour = vec3(mix(graycolour,colour,sat));
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colour.rgb *= mix(mask*(1.0-scanLine), 1.0-scanLine, dot(colour,vec3(maskFade)));
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colour *= colour;
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colour.rgb *= mix(mask*scanLine, scanLine, dot(colour.rgb,vec3(maskFade)));
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colour = sqrt(colour);
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FragColor.rgb = colour.rgb;
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FragColor.rgb = colour.rgb;
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}
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}
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