add ossc-slotmask (#445)

* Add files via upload

* Add files via upload
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metallic77 2023-06-14 22:30:54 +03:00 committed by GitHub
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commit fea1cb1265
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crt/shaders/slotmask.slang Normal file
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#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);
}

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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"