#version 450 /* CRT - Guest - Advanced - Deconvergence pass (NTSC) + noise Copyright (C) 2021 guest(r) - guest.r@gmail.com 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 OutputSize; uint FrameCount; float decons; float addnoised; float noiseresd; float deconrr; float deconrg; float deconrb; float deconrry; float deconrgy; float deconrby; float dctypex; float dctypey; } params; #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 #pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 #pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 #pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25 #pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25 #pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 #pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25 #pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25 #pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 #pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10 #define decons params.decons // Horizontal deconvergence colors strength #pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 #define addnoised params.addnoised // add noise #pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0 #define noiseresd params.noiseresd // add noise layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; #define COMPAT_TEXTURE(c,d) texture(c,d) vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } // noise function: // Dedicated to the public domain. // If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). // Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz vec3 noise(vec3 v){ if (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0; // ensure reasonable range v = fract(v) + fract(v*1e4) + fract(v*1e-4); // seed v += vec3(0.12345, 0.6789, 0.314159); // more iterations => more random v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); return v; } void main() { vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb; vec3 result = color; if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20) { float stepx = params.OutputSize.z; float stepy = params.OutputSize.w; vec2 dx = vec2(stepx, 0.0); vec2 dy = vec2(0.0, stepy); float ds = decons; float posx = 2.0*vTexCoord.x - 1.0; float posy = 2.0*vTexCoord.y - 1.0; if (params.dctypex > 0.025) { posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex); dx = posx * dx; } if (params.dctypey > 0.025) { posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey); dy = posy * dy; } if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey)); vec2 rc = params.deconrr * dx + params.deconrry*dy; vec2 gc = params.deconrg * dx + params.deconrgy*dy; vec2 bc = params.deconrb * dx + params.deconrby*dy; float r = COMPAT_TEXTURE(Source, vTexCoord + rc ).r; float g = COMPAT_TEXTURE(Source, vTexCoord + gc ).g; float b = COMPAT_TEXTURE(Source, vTexCoord + bc ).b; result = vec3(r,g,b); vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + dx).rgb, COMPAT_TEXTURE(Source, vTexCoord - dx).rgb), color); float mc = max(max(dcolor.r, dcolor.g), dcolor.b); if (decons < 0.0) mc = 0.9; float dclamp = min(2.0-0.40*abs(ds),1.0); result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), dclamp*min(result,color), min(1.0/dclamp*max(result, color),1.0)); } float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4; if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc); float corner = COMPAT_TEXTURE(Source, vTexCoord).a; FragColor = vec4(result*corner, 1.0); }