mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 01:41:31 +11:00
189 lines
5.1 KiB
Plaintext
189 lines
5.1 KiB
Plaintext
#version 450
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// -- config -- //
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#define hardScan -8.0
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#define warpX 0.031
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#define warpY 0.041
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 1
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#define brightboost 1
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#define bloomAmount 1.0/16.0
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#define hardBloomScan -2.0
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#define shape 2.0
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#define DO_BLOOM
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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 OriginalSize;
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vec4 SourceSize;
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} global;
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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 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D horz3minus1;
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layout(set = 0, binding = 3) uniform sampler2D horz3plus1;
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layout(set = 0, binding = 4) uniform sampler2D horz5minus2;
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layout(set = 0, binding = 5) uniform sampler2D horz5;
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layout(set = 0, binding = 6) uniform sampler2D horz5plus2;
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layout(set = 0, binding = 7) uniform sampler2D horz7minus1;
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layout(set = 0, binding = 8) uniform sampler2D horz7;
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layout(set = 0, binding = 9) uniform sampler2D horz7plus1;
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// Linear to sRGB.
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// Assuming using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardBloomScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
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vec3 b=texture(horz5, pos).rgb;//Horz5(pos, 0.0);
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vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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// Small bloom.
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vec3 Bloom(vec2 pos){
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vec3 a=texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
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vec3 b=texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
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vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0);
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vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
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vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
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float wa=BloomScan(pos,-2.0);
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float wb=BloomScan(pos,-1.0);
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float wc=BloomScan(pos, 0.0);
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float wd=BloomScan(pos, 1.0);
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float we=BloomScan(pos, 2.0);
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return a*wa+b*wb+c*wc+d*wd+e*we;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY);
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return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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return mask;}
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void main()
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{
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vec2 pos=Warp(vTexCoord);
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vec3 outColor = Tri(pos);
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#ifdef DO_BLOOM
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//Add Bloom
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outColor.rgb+=Bloom(pos)*bloomAmount;
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#endif
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if(shadowMask > 0.0)
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outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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//hacky clamp fix
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vec2 bordertest = (pos);
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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} |