Add gizmo-blur shader

Features:
- uniform-nearest shader with parameterizable horizontal and vertical blur
- can be used to mimic horizontal composite effects and vertical software blur
- has a parameterizable colour bleeding option

https://forums.libretro.com/t/gizmo-blur-shader/41514
This commit is contained in:
gizmo98 2023-05-04 20:22:20 +02:00
parent d114c41686
commit f66bc9a065
2 changed files with 170 additions and 0 deletions

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shaders = "1"
shader0 = "shaders/gizmo-blur.slang"
filter_linear0 = "true"
scale_type0 = viewport
parameters = "HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;SUBPIXEL_SCALING;BGR_LCD_PATTERN;COLOUR_BLEEDING"
HORIZONTAL_BLUR = "1.0"
VERTICAL_BLUR = "0.0"
BLUR_OFFSET = "0.65"
SUBPIXEL_SCALING = "1.0"
BGR_LCD_PATTERN = "0.0"
COLOUR_BLEEDING = "0.2"

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#version 450
/*
* gizmo98 blur shader
* Copyright (C) 2023 gizmo98
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* version 0.1, 03.05.2023
* ---------------------------------------------------------------------------------------
* - initial commit
*
* https://github.com/gizmo98/gizmo-crt-shader
*
* This shader allows fine granular blur in x and y direction with colour bleeding.
*
* HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive
* VERTICAL_BLUR vertical blur simulates N64 vertical blur
* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
* COLOUR_BLEEDING colour bleeding intensity
*
* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float HORIZONTAL_BLUR;
float VERTICAL_BLUR;
float BLUR_OFFSET;
float SUBPIXEL_SCALING;
float BGR_LCD_PATTERN;
float COLOUR_BLEEDING;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0
#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0
#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05
#pragma parameter SUBPIXEL_SCALING "Subpixel scaling" 0.0 0.0 1.0 1.0
#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
#pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1
#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;
vec2 saturateA(in vec2 x)
{
return clamp(x, 0.0, 1.0);
}
vec2 magnify(in vec2 uv, in vec2 res)
{
uv *= res;
return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 textureAABlur(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = magnify(uv,texSize.xy);
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
if (params.HORIZONTAL_BLUR == 1.0){
vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
vec2 uv2 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5)) / texSize.xy;
vec4 col1 = texture( Source, uv1 );
vec4 col2 = texture( Source, uv2 );
vec4 col = (col1 + col2) / vec4(2.0);
if (params.VERTICAL_BLUR == 1.0){
vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
vec2 uv4 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET,-0.5 +params.BLUR_OFFSET)) / texSize.xy;
vec4 col3 = texture( Source, uv3 );
vec4 col4 = texture( Source, uv4 );
col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0);
}
return col;
}
else{
uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy;
return texture( Source, uv );
}
}
vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
return vec4(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(uvb).b, 1.0);
}
float GetFuv(in vec2 uv){
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv*texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
}
vec3 XCoords(in float coord, in float factor){
float iGlobalTime = float(params.FrameCount) * 0.025;
float spread = 0.333 + params.COLOUR_BLEEDING;
vec3 coords = vec3(coord);
if(params.BGR_LCD_PATTERN == 1.0)
coords.r += spread * 2.0;
else
coords.b += spread * 2.0;
coords.g += spread;
coords *= factor;
return coords;
}
float YCoord(in float coord, in float factor){
return coord * factor;
}
void main()
{
vec2 texSize = vec2(textureSize(Source, 0));
vec2 texcoord = vTexCoord.xy;
vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
vec2 factor = texSize.xy / params.OutputSize.xy;
if (params.SUBPIXEL_SCALING == 1.0){
highp float yCoord = YCoord(fragCoord.y, factor.y);
highp vec3 xCoords = XCoords(fragCoord.x, factor.x);
vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y);
vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b);
}
else{
vec2 coord = vec2(fragCoord * factor) / texSize.xy;
FragColor = textureAABlur(coord);
}
}