diff --git a/border/ambient-glow.slangp b/border/ambient-glow.slangp new file mode 100644 index 0000000..bb2366a --- /dev/null +++ b/border/ambient-glow.slangp @@ -0,0 +1,11 @@ +shaders = 2 + +shader0 = ../motionblur/shaders/feedback.slang +filter_linear0 = true + +shader1 = shaders/ambient-glow.slang +filter_linear1 = true +mipmap_input1 = true + +parameters = "mixfactor;aspect_x;integer_scale;OS_MASK_TOP;OS_MASK_BOTTOM" +mixfactor = 0.95 \ No newline at end of file diff --git a/border/shaders/ambient-glow.slang b/border/shaders/ambient-glow.slang new file mode 100644 index 0000000..a468f65 --- /dev/null +++ b/border/shaders/ambient-glow.slang @@ -0,0 +1,117 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; + float integer_scale; + float overscale; + float effect; + float scanline_toggle; + float SCANLINE_BASE_BRIGHTNESS; + float SCANLINE_SINE_COMP_A; + float SCANLINE_SINE_COMP_B; + float interp_toggle; + float OS_MASK_TOP; + float OS_MASK_BOTTOM; + float OS_MASK_LEFT; + float OS_MASK_RIGHT; + float aspect_x; + float aspect_y; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter effect "Glow Brightness" 1.0 0.1 3.0 0.1 +#pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0 +#pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0 +#pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0 +#pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0 +#pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0 +#pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 +#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.00 0.0 0.10 0.01 +#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.15 0.0 1.0 0.05 +#pragma parameter OS_MASK_TOP "Overscan Mask Top" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_BOTTOM "Overscan Mask Bottom" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_LEFT "Overscan Mask Left" 0.0 0.0 1.0 0.005 +#pragma parameter OS_MASK_RIGHT "Overscan Mask Right" 0.0 0.0 1.0 0.005 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 border_coord; +layout(location = 1) out vec2 screen_coord; + +void main() +{ + gl_Position = global.MVP * Position; + vec2 out_res = params.OutputSize.xy; + vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0) + * vec2(params.SourceSize.y / params.SourceSize.x, 1.0); + float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y / + params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y; + vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale; + vec2 middle = vec2(0.49999, 0.49999); + vec2 diff = TexCoord.xy - middle; + screen_coord = middle + diff * scale; + border_coord = TexCoord.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 border_coord; +layout(location = 1) in vec2 screen_coord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D Original; + +vec4 scanline(vec2 coord, vec4 frame) +{ + vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); + vec2 sine_comp = vec2(params.SCANLINE_SINE_COMP_A, params.SCANLINE_SINE_COMP_B); + vec3 res = frame.xyz; + vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); + return vec4(scanline.x, scanline.y, scanline.z, 1.0); +} + +vec2 interp_coord(vec2 coord, vec2 texture_size) +{ + vec2 p = coord.xy; + p = p * texture_size.xy + vec2(0.5, 0.5); + vec2 i = floor(p); + vec2 f = p - i; + // Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression! + f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0)); + p = i + f; + p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size; + return p; +} + +vec4 border(vec2 screen_coord, vec2 border_coord, vec2 texture_size, vec2 video_size, + vec2 output_size, float frame_count, sampler2D decal) +{ + vec4 background; + vec4 color = texture(Source, border_coord, 10.0) * 1.25 + 0.125; // use mipmapping to get an average of the entire screen + background = color * color * params.effect; + + vec2 coord = (params.interp_toggle < 0.5) ? screen_coord : interp_coord(screen_coord, texture_size); + vec4 frame = texture(decal, coord); + frame = (params.scanline_toggle > 0.5) ? scanline(coord, frame) : frame; + vec2 fragcoord = (coord.xy); + if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT && + fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP) + return frame; + + else return background; +} + +void main() +{ + FragColor = border(screen_coord, border_coord, params.SourceSize.xy, params.SourceSize.xy, + params.OutputSize.xy, float(params.FrameCount), Original); +} \ No newline at end of file diff --git a/crt/shaders/dotmask.slang b/crt/shaders/dotmask.slang index 357eb2b..f5aec10 100644 --- a/crt/shaders/dotmask.slang +++ b/crt/shaders/dotmask.slang @@ -95,7 +95,7 @@ vec3 Mask(vec2 pos){ void main() { -vec3 res = texture(Source, vTexCoord).rgb; +vec3 res = pow(texture(Source, vTexCoord).rgb, vec3(2.2)); float mask = 1.0 - global.DOTMASK_STRENGTH; @@ -110,5 +110,5 @@ if (global.shadowMask == 0) { else { res *= Mask(floor(1.000001 * vTexCoord.xy * global.OutputSize.xy + vec2(0.5))); } - FragColor = vec4(res, 1.0); + FragColor = vec4(pow(res, vec3(1.0/2.2)), 1.0); } \ No newline at end of file