mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
4e7d3480f5
update crt-simple, add crt-geom-simple preset
165 lines
5.9 KiB
Plaintext
165 lines
5.9 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,DOWNSCALE;
|
|
} 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 DOWNSCALE "Scanlines Downscale" 1.0 1.0 2.0 1.0
|
|
#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 DOWNSCALE params.DOWNSCALE
|
|
|
|
#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/DOWNSCALE);
|
|
|
|
// 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);
|
|
}
|