mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
crt-geom: add vertical mode, tate preset
This commit is contained in:
parent
59b8a11d64
commit
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17
crt/crt-geom-tate.slangp
Normal file
17
crt/crt-geom-tate.slangp
Normal file
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@ -0,0 +1,17 @@
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shaders = 1
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shader0 = shaders/crt-geom.slang
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filter_linear0 = false
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CRTgamma = "2.2"
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CURVATURE = "1.0"
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d = "1.5"
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R = "1.8"
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y_tilt = "-0.15"
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cornersize = "0.0155"
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invert_aspect = "0.0"
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DOTMASK = "0.0"
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scanline_weight = "0.3"
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lum = "0.07"
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vertical_scanlines = "1.0"
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interlace_detect = "0.0"
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@ -17,32 +17,37 @@ layout(push_constant) uniform Push
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float SHARPER;
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float scanline_weight;
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float CURVATURE;
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float interlace_detect;
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float interlace_detect;
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float lum;
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float xsize, ysize;
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float invert_aspect;
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float vertical_scanlines;
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float xsize;
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float ysize;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 SourceSize;
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vec4 SourceSize;
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} global;
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#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
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#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
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#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter invert_aspect "CRTGeom Curvature Aspect Inversion" 0.0 0.0 1.0 1.0
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#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
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#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
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#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
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#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
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#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
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#pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.05
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#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 0.5
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#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 0.5
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#pragma parameter DOTMASK "CRTGeom Dot Mask Toggle" 0.3 0.0 0.3 0.3
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#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
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#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
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#pragma parameter vertical_scanlines "CRTGeom Vertical Scanlines" 0.0 0.0 1.0 1.0
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#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
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#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
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@ -96,7 +101,7 @@ vec4 SourceSize = vec4(width.x, height.x, width.y, height.y);
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#endif
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// aspect ratio
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vec2 aspect = vec2(1.0, 0.75);
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vec2 aspect = vec2(registers.invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75));
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vec2 overscan = vec2(1.01, 1.01);
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#pragma stage vertex
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@ -172,15 +177,29 @@ void main()
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sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
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cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
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stretch = maxscale();
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TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
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ilfac = vec2(1.0, clamp(floor(SourceSize.y/200.0), 1.0, 2.0));
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if(registers.vertical_scanlines < 0.5)
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{
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TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
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ilfac = vec2(1.0, clamp(floor(SourceSize.y/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0));
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
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}else{
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TextureSize = vec2(SourceSize.x, registers.SHARPER * SourceSize.y);
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ilfac = vec2(clamp(floor(SourceSize.x/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0), 1.0);
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// The size of one texel, in texture-coordinates.
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one = ilfac / TextureSize;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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mod_factor = vTexCoord.y * SourceSize.y * global.OutputSize.y / SourceSize.y;
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}
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}
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#pragma stage fragment
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@ -198,9 +217,17 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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float intersect(vec2 xy)
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{
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float A = dot(xy,xy) + registers.d*registers.d;
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float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
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float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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float B, C;
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if(registers.vertical_scanlines < 0.5)
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{
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B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
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C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
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}else{
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B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.y*cosangle.x) - registers.d*registers.d);
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C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.y*cosangle.x;
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}
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return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
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}
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@ -227,22 +254,40 @@ vec2 fwtrans(vec2 uv)
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float r = FIX(sqrt(dot(uv, uv)));
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uv *= sin(r/registers.R)/r;
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float x = 1.0 - cos(r/registers.R);
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float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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float D;
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if(registers.vertical_scanlines < 0.5)
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D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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else
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D = registers.d/registers.R + x*cosangle.y*cosangle.x + dot(uv,sinangle);
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return registers.d*(uv*cosangle - x*sinangle)/D;
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}
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vec3 maxscale()
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5, 0.5)*aspect;
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if(registers.vertical_scanlines < 0.5)
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{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x,
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fwtrans(vec2( c.x, -a.y)).y)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x,
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fwtrans(vec2( c.x, +a.y)).y)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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}else{
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vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.y*cosangle.x));
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vec2 a = vec2(0.5, 0.5)*aspect;
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vec2 lo = vec2(fwtrans(vec2(-a.y, c.x)).y,
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fwtrans(vec2( c.y, -a.x)).x)/aspect;
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vec2 hi = vec2(fwtrans(vec2(+a.y, c.x)).y,
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fwtrans(vec2( c.y, +a.x)).x)/aspect;
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return vec3((hi+lo)*aspect*0.5,max(hi.y-lo.y, hi.x-lo.x));
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}
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}
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// Calculate the influence of a scanline on the current pixel.
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@ -263,17 +308,19 @@ vec4 scanlineWeights(float distance, vec4 color)
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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#ifdef USEGAUSSIAN
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vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
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vec4 weights = vec4(distance / wid);
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return (registers.lum + 0.4) * exp(-weights * weights) / wid;
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#else
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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vec4 weights = vec4(distance / registers.scanline_weight);
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return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#endif
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#ifdef USEGAUSSIAN
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vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
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vec4 weights = vec4(distance / wid);
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return (registers.lum + 0.4) * exp(-weights * weights) / wid;
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#else
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vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
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vec4 weights = vec4(distance / registers.scanline_weight);
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return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#endif
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}
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vec2 transform(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
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@ -281,7 +328,7 @@ vec2 transform(vec2 coord)
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return (bkwtrans(coord) /
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vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0)/aspect + vec2(0.5, 0.5));
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}
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) * vec2(registers.overscan_x / 100.0, registers.overscan_y / 100.0) + vec2(0.5, 0.5);
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@ -290,9 +337,12 @@ float corner(vec2 coord)
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
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if(registers.vertical_scanlines < 0.5)
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return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
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else
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return clamp((cdist.y - dist)*registers.cornersmooth, 0.0, 1.0);
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}
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void main()
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{
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// Here's a helpful diagram to keep in mind while trying to
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@ -319,16 +369,19 @@ void main()
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// Texture coordinates of the texel containing the active pixel.
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vec2 xy;
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if (registers.CURVATURE > 0.5)
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xy = transform(vTexCoord);
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xy = transform(vTexCoord);
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else
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xy = vTexCoord;
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xy = vTexCoord;
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float cval = corner(xy);
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// Of all the pixels that are mapped onto the texel we are
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// currently rendering, which pixel are we currently rendering?
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vec2 ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
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vec2 ilvec;
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if(registers.vertical_scanlines < 0.5)
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ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
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else
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ilvec = vec2(ilfac.x * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0, 0.0);
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vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
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vec2 uv_ratio = fract(ratio_scale);
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@ -339,7 +392,11 @@ void main()
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// Calculate Lanczos scaling coefficients describing the effect
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// of various neighbour texels in a scanline on the current
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// pixel.
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vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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vec4 coeffs;
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if(registers.vertical_scanlines < 0.5)
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coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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else
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coeffs = PI * vec4(1.0 + uv_ratio.y, uv_ratio.y, 1.0 - uv_ratio.y, 2.0 - uv_ratio.y);
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// Prevent division by zero.
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coeffs = FIX(coeffs);
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@ -353,24 +410,47 @@ void main()
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// Calculate the effective colour of the current and next
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// scanlines at the horizontal location of the current pixel,
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// using the Lanczos coefficients above.
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vec4 col = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, 0.0)),
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TEX2D(xy),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + vec2(2.0 * one.x, 0.0))
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) * coeffs,
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0.0, 1.0
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);
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vec4 col2 = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, one.y)),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(2.0 * one.x, one.y))
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) * coeffs,
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0.0, 1.0
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);
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vec4 col, col2;
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if(registers.vertical_scanlines < 0.5)
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{
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col = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, 0.0)),
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TEX2D(xy),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + vec2(2.0 * one.x, 0.0))
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) * coeffs,
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0.0, 1.0
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);
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col2 = clamp(
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mat4(
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TEX2D(xy + vec2(-one.x, one.y)),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(2.0 * one.x, one.y))
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) * coeffs,
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0.0, 1.0
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);
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}else{
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col = clamp(
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mat4(
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TEX2D(xy + vec2(0.0, -one.y)),
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TEX2D(xy),
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TEX2D(xy + vec2(0.0, one.y)),
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TEX2D(xy + vec2(0.0, 2.0 * one.y))
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) * coeffs,
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0.0, 1.0
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);
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col2 = clamp(
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mat4(
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TEX2D(xy + vec2(one.x, -one.y)),
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TEX2D(xy + vec2(one.x, 0.0)),
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TEX2D(xy + one),
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TEX2D(xy + vec2(one.x, 2.0 * one.y))
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) * coeffs,
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0.0, 1.0
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);
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}
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#ifndef LINEAR_PROCESSING
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col = pow(col , vec4(registers.CRTgamma));
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@ -379,18 +459,35 @@ void main()
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// Calculate the influence of the current and next scanlines on
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// the current pixel.
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vec4 weights = scanlineWeights(uv_ratio.y, col);
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vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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vec4 weights, weights2;
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if(registers.vertical_scanlines < 0.5)
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{
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weights = scanlineWeights(uv_ratio.y, col);
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weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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#ifdef OVERSAMPLE
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float filter_ = fwidth(ratio_scale.y);
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uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
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weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
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weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
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uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
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weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
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weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
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#endif
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}else{
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weights = scanlineWeights(uv_ratio.x, col);
|
||||
weights2 = scanlineWeights(1.0 - uv_ratio.x, col2);
|
||||
|
||||
#ifdef OVERSAMPLE
|
||||
float filter_ = fwidth(ratio_scale.x);
|
||||
uv_ratio.x = uv_ratio.x + 1.0/3.0*filter_;
|
||||
weights = (weights + scanlineWeights(uv_ratio.x, col))/3.0;
|
||||
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2))/3.0;
|
||||
uv_ratio.x = uv_ratio.x - 2.0/3.0*filter_;
|
||||
weights = weights + scanlineWeights(abs(uv_ratio.x), col)/3.0;
|
||||
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2)/3.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
|
||||
|
||||
|
|
Loading…
Reference in a new issue