diff --git a/blurs/gizmo-composite-blur.slangp b/blurs/gizmo-composite-blur.slangp new file mode 100644 index 0000000..172d38d --- /dev/null +++ b/blurs/gizmo-composite-blur.slangp @@ -0,0 +1,12 @@ +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" diff --git a/blurs/shaders/gizmo-blur.slang b/blurs/shaders/gizmo-blur.slang new file mode 100644 index 0000000..7f7c62d --- /dev/null +++ b/blurs/shaders/gizmo-blur.slang @@ -0,0 +1,158 @@ +#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); + } +}