slang-shaders/crt/shaders/crt-simple.slang
metallic77 362420d8db
add crt-simple (#444)
* Add files via upload

* Add files via upload

* Update crt-simple.slang

* Add files via upload

* add crt-pocket
2023-06-13 08:25:50 -05:00

162 lines
5.8 KiB
Plaintext

#version 450
/*
* CRT-simple shader
*
* Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
* ported and improved by DariusG @2023
* 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.
*
*
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float DISTORTION,SCANLINE,INPUTGAMMA,OUTPUTGAMMA,MASK,SIZE;
} params;
// Parameter lines go here:
#pragma parameter DISTORTION "Distortion" 0.12 0.0 0.30 0.01
#pragma parameter SCANLINE "Scanline Weight" 0.3 0.2 0.6 0.05
#pragma parameter INPUTGAMMA "Input Gamma" 2.4 0.0 4.0 0.05
#pragma parameter OUTPUTGAMMA "Output Gamma" 2.2 0.0 4.0 0.05
#pragma parameter MASK "Mask Brightness" 0.7 0.0 1.0 0.05
#pragma parameter SIZE "Mask Size" 1.0 1.0 2.0 1.0
#define DISTORTION params.DISTORTION
#define SCANLINE params.SCANLINE
#define INPUTGAMMA params.INPUTGAMMA
#define OUTPUTGAMMA params.OUTPUTGAMMA
#define MASK params.MASK
#define SIZE params.SIZE
#define SourceSize params.SourceSize
#define OriginalSize params.OriginalSize
#define OutputSize params.OutputSize
#define CURVATURE
#define PI 3.141592653589
#define outgamma 1.0 / OUTPUTGAMMA
#define scale SourceSize.xy/OriginalSize.xy
#define pi 3.141592654
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
// Calculate the influence of a scanline on the current pixel.
//
// 'distance' is the distance in texture coordinates from the current
// pixel to the scanline in question.
// 'color' is the colour of the scanline at the horizontal location of
// the current pixel.
vec4 scanlineWeights(float distance, vec4 color)
{
// The "width" of the scanline beam is set as 2*(1 + x^4) for
// each RGB channel.
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
// The "weights" lines basically specify the formula that gives
// you the profile of the beam, i.e. the intensity as
// a function of distance from the vertical center of the
// scanline. In this case, it is gaussian if width=2, and
// becomes nongaussian for larger widths. Ideally this should
// be normalized so that the integral across the beam is
// independent of its width. That is, for a narrower beam
// "weights" should have a higher peak at the center of the
// scanline than for a wider beam.
vec4 weights = vec4(distance / SCANLINE);
return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
}
vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(DISTORTION, DISTORTION*1.5);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= SourceSize.xy/OriginalSize.xy;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= SourceSize.xy/OriginalSize.xy;
}
return coord;
}
void main()
{
// Texture coordinates of the texel containing the active pixel.
vec2 abspos = vTexCoord.xy*SourceSize.xy*scale;
vec2 xy;
#ifdef CURVATURE
xy = Distort(vTexCoord.xy); float xblur = xy.x;
#else
xy = vTexCoord.xy;
#endif
// Of all the pixels that are mapped onto the texel we are
// currently rendering, which pixel are we currently rendering?
vec2 ratio_scale = xy * SourceSize.xy - 0.5;
vec2 uv_ratio = fract(ratio_scale);
// Snap to the center of the underlying texel.
xy = (floor(ratio_scale) + 0.5) / SourceSize.xy;
xy.x = xblur;
// Calculate the effective colour of the current and next
// scanlines at the horizontal location of the current pixel.
vec4 col = texture(Source,xy);
col=pow(col,vec4(INPUTGAMMA));
vec4 col2 = texture(Source,xy + vec2(0.0, SourceSize.w));
col2=pow(col2,vec4(INPUTGAMMA));
// Calculate the influence of the current and next scanlines on
// the current pixel.
vec4 weights = scanlineWeights(uv_ratio.y, col);
vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
vec3 mul_res = (col * weights + col2 * weights2).rgb;
vec2 fragCoord = vTexCoord*OutputSize.xy;
// dot-mask emulation:
vec3 dotMaskWeights = mix(vec3(MASK), vec3(1.0),fract(fragCoord.x*0.5/SIZE));
mul_res *= dotMaskWeights;
FragColor = vec4(vec3(pow(mul_res, vec3(outgamma))), 1.0);
}