mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
parent
b9d89d63db
commit
fea1cb1265
125
crt/shaders/slotmask.slang
Normal file
125
crt/shaders/slotmask.slang
Normal file
|
@ -0,0 +1,125 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
OSSC Slot Mask simulator
|
||||
by DariusG @2023
|
||||
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float MASK_INTENSITY;
|
||||
float InputGamma;
|
||||
float OutputGamma;
|
||||
float THRESH,size, msk_scale;
|
||||
} params;
|
||||
|
||||
// Parameter lines go here:
|
||||
|
||||
#pragma parameter msk_scale "Mask Scale, to be equal to OSSC LINES" 4.0 4.0 5.0 1.0
|
||||
#define msk_scale params.msk_scale
|
||||
|
||||
#pragma parameter MASK_INTENSITY "Mask Brightness" 0.2 0.0 1.0 0.05
|
||||
#define MASK_INTENSITY params.MASK_INTENSITY
|
||||
|
||||
#pragma parameter size "Mask Size" 1.0 1.0 8.0 1.0
|
||||
#define size params.size
|
||||
|
||||
#pragma parameter THRESH "Mask Threshold" 0.3 0.0 1.0 0.05
|
||||
#define THRESH params.THRESH
|
||||
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#define SourceSize global.SourceSize
|
||||
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
layout(location = 1) out vec2 ps;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 ps;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 1) uniform sampler2D Source;
|
||||
|
||||
vec3 mask(vec2 pos, vec3 col)
|
||||
{
|
||||
vec3 msk = vec3 (MASK_INTENSITY);
|
||||
float x,y;
|
||||
vec2 p = pos*global.OutputSize.xy;
|
||||
p = (p/size);
|
||||
|
||||
|
||||
if (msk_scale == 4.0)
|
||||
{
|
||||
x = fract(p.x/6.0);
|
||||
y = fract(p.y/4.0);
|
||||
if (x < 0.5){
|
||||
if (x<1.0/6.0 && y > 1.0/4.0) msk.b = 1.0;
|
||||
else if (x<2.0/6.0 && x>1.0/6.0 && y < 3.0/4.0 ) msk.g = 1.0;
|
||||
else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/4.0 ) msk.r = 1.0;
|
||||
}
|
||||
|
||||
else if (x > 0.4999){
|
||||
if (x<4.0/6.0 && y < 3.0/4.0) msk.b = 1.0;
|
||||
else if (x<5.0/6.0 && x>4.0/6.0 && y > 1.0/4.0 ) msk.g = 1.0;
|
||||
else if (x<6.0/6.0 && x>5.0/6.0 && y < 3.0/4.0 ) msk.r = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
if (msk_scale == 5.0)
|
||||
{
|
||||
x = fract(p.x/6.0);
|
||||
y = fract(p.y/5.0);
|
||||
if (x < 0.5){
|
||||
if (x<1.0/6.0 && y > 1.0/5.0) msk.b = 1.0;
|
||||
else if (x<2.0/6.0 && x>1.0/6.0 && y < 4.0/5.0 ) msk.g = 1.0;
|
||||
else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/5.0 ) msk.r = 1.0;
|
||||
}
|
||||
|
||||
else if (x > 0.4999){
|
||||
if (x<4.0/6.0 && y < 2.0/5.0 || x<4.0/6.0 && y >= 3.0/5.0) msk.b = 1.0;
|
||||
else if (x<5.0/6.0 && x>4.0/6.0 && y < 3.0/5.0 || x<5.0/6.0 && x>4.0/6.0 && y >= 4.0/5.0 ) msk.g = 1.0;
|
||||
else if (x<6.0/6.0 && x>5.0/6.0 && y < 2.0/5.0 || x<6.0/6.0 && x>5.0/6.0 && y >= 3.0/5.0 ) msk.r = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
col *= msk;
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 OGL2Pos = vTexCoord*SourceSize.xy;
|
||||
float cent = floor(OGL2Pos.y)+0.5;
|
||||
float ycoord = cent*SourceSize.w;
|
||||
ycoord = mix(vTexCoord.y, ycoord,0.7);
|
||||
|
||||
vec3 col = texture(Source,vec2(vTexCoord.x,ycoord)).rgb;
|
||||
float l = dot(col,vec3(0.22,0.70,0.08));
|
||||
|
||||
col = col*col;
|
||||
col = mix(mask(vTexCoord,col), col,l*THRESH);
|
||||
col = sqrt(col);
|
||||
|
||||
col *= mix(1.0,1.3,l); //brightboost
|
||||
FragColor = vec4(col, 1.0);
|
||||
}
|
23
scanlines/ossc_slot.slangp
Normal file
23
scanlines/ossc_slot.slangp
Normal file
|
@ -0,0 +1,23 @@
|
|||
shaders = "3"
|
||||
feedback_pass = "0"
|
||||
shader0 = "../misc/shaders/image-adjustment.slang"
|
||||
filter_linear2 = "false"
|
||||
scale_type_x0 = "source"
|
||||
scale_x0 = "1.000000"
|
||||
scale_type_y0 = "source"
|
||||
scale_y0 = "1.000000"
|
||||
shader1 = "../scanlines/shaders/ossc.slang"
|
||||
filter_linear2 = "false"
|
||||
scale_type_x1 = "viewport"
|
||||
scale_x1 = "1.000000"
|
||||
scale_type_y1 = "viewport"
|
||||
scale_y1 = "1.000000"
|
||||
shader2 = "../crt/shaders/slotmask.slang"
|
||||
filter_linear2 = "true"
|
||||
ia_saturation = "1.300000"
|
||||
ia_black_level = "0.060000"
|
||||
ia_bright_boost = "0.100000"
|
||||
L1 = "0.500000"
|
||||
L4 = "0.500000"
|
||||
L5 = "0.600000"
|
||||
HYBRID = "0.250000"
|
Loading…
Reference in a new issue