mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 00:21:31 +11:00
287 lines
8.5 KiB
Plaintext
287 lines
8.5 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:ImJezze
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//-----------------------------------------------------------------------------
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// Distortion Effect
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//-----------------------------------------------------------------------------
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 v_texcoord0;
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void main()
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{
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gl_Position = global.MVP * Position;
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v_texcoord0 = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 v_texcoord0;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 u_distortion = vec4(global.distortion_amount);
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vec4 u_cubic_distortion = vec4(global.cubic_distortion_amount);
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vec4 u_distort_corner = vec4(global.distort_corner_amount);
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vec4 u_round_corner = vec4(global.round_corner_amount);
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vec4 u_smooth_border = vec4(global.smooth_border_amount);
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vec4 u_vignetting = vec4(global.vignette_amount);
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vec4 u_reflection = vec4(global.reflection_amount);
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#define s_tex Source
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#define saturate(c) clamp(c, 0., 1.)
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// Functions
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float rand(vec2 seed)
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{
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// irrationals for pseudo randomness
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vec2 i = vec2(23.140692, 2.6651442); // e^pi (Gelfond constant), 2^sqrt(2) (Gelfond-Schneider constant)
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return fract(cos(dot(seed, i)) * 123456.0);
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}
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// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
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float normalizedSigmoid(float n, float k)
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{
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// valid for n and k in range of -1.0 and 1.0
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return (n - n * k) / (k - abs(n) * 2.0 * k + 1.0);
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}
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// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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float roundBox(vec2 p, vec2 b, float r)
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{
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return length(max(abs(p) - b + r, 0.0)) - r;
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}
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float GetNoiseFactor(float n, float random)
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{
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// smaller n become more noisy
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return 1.0 + random * max(0.0, 0.25 * pow(2.7182817, -8.0 * n));
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}
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float GetVignetteFactor(vec2 coord, float amount)
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{
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vec2 VignetteCoord = coord;
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float VignetteLength = length(VignetteCoord);
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float VignetteBlur = (amount * 0.75) + 0.25;
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// 0.5 full screen fitting circle
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float VignetteRadius = 1.0 - (amount * 0.25);
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float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
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return saturate(Vignette);
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}
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float GetSpotAddend(vec2 coord, float amount)
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{
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vec2 SpotCoord = coord;
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// upper right quadrant
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vec2 spotOffset = vec2(-0.25, 0.25);
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// normalized screen canvas ratio
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vec2 CanvasRatio = ((u_swap_xy.x > 0.0) ? vec2(1.0, u_quad_dims.x / u_quad_dims.y) : vec2(1.0, u_quad_dims.y / u_quad_dims.x));
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SpotCoord += spotOffset;
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SpotCoord *= CanvasRatio;
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float SpotBlur = amount;
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// 0.5 full screen fitting circle
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float SpotRadius = amount * 0.75;
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float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
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float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
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// increase strength by 100%
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SigmoidSpot = SigmoidSpot * 2.0;
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return saturate(SigmoidSpot);
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}
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float GetBoundsFactor(vec2 coord, vec2 bounds, float radiusAmount, float smoothAmount)
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{
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// reduce smooth amount down to radius amount
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smoothAmount = min(smoothAmount, radiusAmount);
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float range = min(bounds.x, bounds.y);
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float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
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float radius = range * max(radiusAmount, amountMinimum);
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float smooth_val = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
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// compute box
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float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
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// apply smooth
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box *= smooth_val;
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box += 1.0 - pow(smooth_val * 0.5, 0.5);
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float border = smoothstep(1.0, 0.0, box);
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return saturate(border);
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}
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// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
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vec2 GetDistortedCoords(vec2 centerCoord, float amount, float amountCube)
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{
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// lens distortion coefficient
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float k = amount;
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// cubic distortion value
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float kcube = amountCube;
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// compute cubic distortion factor
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float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
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float f = kcube == 0.0 ? 1.0 + r2 * k : 1.0 + r2 * (k + kcube * sqrt(r2));
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// fit screen bounds
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f /= 1.0 + amount * 0.25 + amountCube * 0.125;
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// apply cubic distortion factor
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centerCoord *= f;
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return centerCoord;
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}
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vec2 GetTextureCoords(vec2 coord, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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// un-center coordinates
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coord += 0.5;
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return coord;
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}
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vec2 GetQuadCoords(vec2 coord, vec2 scale, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5;
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// apply scale
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coord *= scale;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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return coord;
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}
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float noise(vec2 p){
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vec2 ip = floor(p);
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
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return res*res;
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}
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vec2 noisecoord(vec2 coord){
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float offset_x = noise(sin(gl_FragCoord.xy) * float(mod(params.FrameCount + 873, 3061.)));
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float offset_y = noise(cos(gl_FragCoord.yx) * float(mod(params.FrameCount + 2157, 8703.)));
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return coord + vec2(offset_x, offset_y) * 0.001 * global.noise_amt;
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}
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void main()
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{
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if (!Distortion)
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{
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FragColor = texture(s_tex, v_texcoord0);
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}
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else
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{
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float distortionAmount = u_distortion.x;
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float cubicDistortionAmount = u_cubic_distortion.x > 0.0
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? u_cubic_distortion.x * 1.1 // cubic distortion need to be a little higher to compensate the quartic distortion
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: u_cubic_distortion.x * 1.2; // negativ values even more
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// corner distortion at least by the amount of the image distorition
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float distortCornerAmount = max(u_distort_corner.x, u_distortion.x + u_cubic_distortion.x);
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float roundCornerAmount = u_round_corner.x * 0.5;
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float smoothBorderAmount = u_smooth_border.x * 0.5;
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vec2 TexelDims = vec2(1.0 / u_target_dims.x, 1.0 / u_target_dims.y);
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// base-target dimensions (without oversampling)
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vec2 BaseTargetDims = u_target_dims.xy / u_target_scale.xy;
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BaseTargetDims = (u_swap_xy.x > 0.0)
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? BaseTargetDims.yx
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: BaseTargetDims.xy;
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// base-target/quad difference scale
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vec2 BaseTargetQuadScale = (u_screen_count.x > 0.0 && u_screen_count.x < 2.0)
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? BaseTargetDims / u_quad_dims.xy // keeps the coords inside of the quad bounds of a single screen
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: vec2(1.0, 1.0);
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// Screen Texture Curvature
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vec2 BaseCoord = GetTextureCoords(v_texcoord0, distortionAmount, cubicDistortionAmount);
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BaseCoord = noisecoord(BaseCoord);
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// Screen Quad Curvature
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vec2 QuadCoord = GetQuadCoords(v_texcoord0, BaseTargetQuadScale, distortCornerAmount, 0.0);
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// Color
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vec4 BaseColor = texture(s_tex, BaseCoord);
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// Clamp
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if (BaseCoord.x > 1.0 + TexelDims.x || BaseCoord.y > 1.0 + TexelDims.y || BaseCoord.x < 0.0 - TexelDims.x || BaseCoord.y < 0.0 - TexelDims.y)
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{
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FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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else
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{
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// Vignetting Simulation
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vec2 VignetteCoord = QuadCoord;
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float VignetteFactor = GetVignetteFactor(VignetteCoord, u_vignetting.x);
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BaseColor.rgb *= VignetteFactor;
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// Light Reflection Simulation
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vec4 LightColor = vec4(1.0, 0.90, 0.80, 1.0); // color temperature 5.000 Kelvin
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vec2 SpotCoord = QuadCoord;
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vec2 NoiseCoord = QuadCoord;
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float SpotAddend = GetSpotAddend(SpotCoord, u_reflection.x);
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float NoiseFactor = GetNoiseFactor(SpotAddend, rand(NoiseCoord));
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BaseColor += SpotAddend * NoiseFactor * LightColor;
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// Round Corners Simulation
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vec2 RoundCornerCoord = QuadCoord;
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vec2 RoundCornerBounds = (u_screen_count.x > 0.0 && u_screen_count.x < 2.0)
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? u_quad_dims.xy // align corners to screen quad bounds
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: BaseTargetDims; // align corners to target texture bounds
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RoundCornerBounds = (u_swap_xy.x > 0.0)
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? RoundCornerBounds.yx
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: RoundCornerBounds.xy;
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float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount);
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BaseColor.rgb *= roundCornerFactor;
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FragColor = BaseColor;
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}
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}
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} |