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https://github.com/italicsjenga/slang-shaders.git
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crt-consumer add prescale sharpening (#389)
* improvements/additions * improvements/additions * add prescale sharpening * add prescale sharpening
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3270cbffdc
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@ -1,10 +1,9 @@
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shaders = "1"
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shader0 = "shaders/crt-consumer.slang"
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filter_linear0 = "false"
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filter_linear0 = "true"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type0 = viewport
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@ -8,37 +8,37 @@ layout(push_constant) uniform Push
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} params;
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// Parameter lines go here:
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#pragma parameter blurx "Convergence X" 0.9 -4.0 4.0 0.05
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#pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.2 1.0 4.0 0.1
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#pragma parameter blurx "Convergence X" 0.5 -4.0 4.0 0.05
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#pragma parameter blury "Convergence Y" 0.0 -4.0 4.0 0.05
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#pragma parameter warpx "Curvature X" 0.03 0.0 0.12 0.01
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#pragma parameter warpx "Curvature X" 0.02 0.0 0.12 0.01
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#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
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#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
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#pragma parameter smoothness "Border Smoothness" 400.0 25.0 600.0 5.0
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#pragma parameter smoothness "Border Smoothness" 200.0 25.0 600.0 5.0
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#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
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#pragma parameter scanhigh "Beam high" 10.0 1.0 15.0 1.0
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#pragma parameter beamlow "Scanlines dark" 1.650.5 2.5 0.05
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#pragma parameter beamhigh "Scanlines bright" 1.25 0.5 2.5 0.05
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#pragma parameter brightboost1 "Bright boost dark pixels" 1.5 0.0 3.0 0.05
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#pragma parameter brightboost2 "Bright boost bright pixels" 1.05 0.0 3.0 0.05
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#pragma parameter Shadowmask "Mask Type" 7.0 -1.0 8.0 1.0
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#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
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#pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05
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#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
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#pragma parameter brightboost1 "Bright boost dark pixels" 1.2 0.0 3.0 0.05
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#pragma parameter brightboost2 "Bright boost bright pixels" 1.0 0.0 3.0 0.05
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#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
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#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter MaskDark "Mask dark" 0.3 0.0 2.0 0.1
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#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
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#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter GAMMA_IN "Gamma In" 2.6 0.0 4.0 0.1
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#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
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#pragma parameter postbr "Post Brightness" 1.3 0.0 2.5 0.02
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#pragma parameter glow "Glow Strength" 0.05 0.0 0.5 0.01
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#pragma parameter postbr "Post Brightness" 1.0 0.0 2.5 0.02
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#pragma parameter glow "Glow Strength" 0.0 0.0 0.5 0.01
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#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
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#pragma parameter sat "Saturation" 1.3 0.0 2.0 0.05
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#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.05
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#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
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#pragma parameter nois "Noise" 8.0 0.0 32.0 1.0
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#pragma parameter WP "Color Temperature %" 30.0 -100.0 100.0 5.0
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#pragma parameter nois "Noise" 0.0 0.0 32.0 1.0
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#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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#pragma parameter vpower "Vignette Power" 0.15 0.0 1.0 0.01
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#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
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#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
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@ -67,7 +67,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float slotwidth;
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float double_slot;
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float slotms;
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float GAMMA_IN;
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float GAMMA_OUT;
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float glow;
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float Size;
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@ -81,6 +80,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float vstr;
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float alloff;
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float postbr;
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float PRE_SCALE;
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} global;
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#pragma stage vertex
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@ -398,12 +398,12 @@ const mat3 XYZ_to_D50 = mat3(
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy * (params.OutputSize.xy / params.SourceSize.xy) * (params.SourceSize.xy / params.OutputSize.xy));
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vec2 pos = Warp(vTexCoord.xy);
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vec2 tex_size = params.SourceSize.xy;
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if (global.inter < 0.5 && params.SourceSize.y > 400.0) tex_size *= 0.5;
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vec2 pC4 = (pos + 0.5 / tex_size.xy);
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vec2 fp = fract(pos * tex_size.xy);
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vec2 pC4 = (pos + 0.5/params.SourceSize.xy);
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vec2 fp = fract(pos * params.SourceSize.xy);
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if (global.inter > 0.5 && params.SourceSize.y > 400.0) fp.y = 1.0;
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vec4 res = vec4(1.0, 1.0, 1.0, 1.0);
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@ -411,9 +411,24 @@ void main()
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res = texture(Source, pC4);
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else
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{
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vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blury / 1000.0)).rgb;
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vec3 sample2 = texture(Source, pC4).rgb;
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vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blury / 1000.0)).rgb;
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vec2 texel = pos * tex_size;
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vec2 texel_floored = floor(texel);
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float scale = global.PRE_SCALE;
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float region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = fp - 0.5;
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vec2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 mod_texel = texel_floored + fpp;
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vec2 coords = mod_texel / params.SourceSize.xy;
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vec3 sample1 = texture(Source, vec2(coords.x + global.blurx*params.SourceSize.z, coords.y - global.blury*params.SourceSize.w)).rgb;
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vec3 sample2 = texture(Source, coords).rgb;
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vec3 sample3 = texture(Source, vec2(coords.x - global.blurx*params.SourceSize.z, coords.y + global.blury*params.SourceSize.w )).rgb;
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vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
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sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
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@ -435,11 +450,11 @@ void main()
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color = vec3(mix(color, comp, m));
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}
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color = pow(color, vec3(global.GAMMA_IN, global.GAMMA_IN, global.GAMMA_IN));
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color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8));
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float lum = color.r * 0.4 + color.g * 0.5 + color.b * 0.1;
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float f = fp.y;
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float f = center_dist.y;
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vec3 f1 = vec3(f, f, f);
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color = color * sw(f1,color) + color * sw(1.0 - f1,color);
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