slang-shaders/crt/shaders/guest/fast/deconvergence-f.slang
hunterk 8524a42da5
Add crt-guest-advanced, update other crt-guest, update ntsc-adaptive (#183)
* update crt-guest, add advanced

* re-add some prematurely deleted GDV passes

* fix ntsc res behavior

* disable field-merging on 2-phase to allow MD rainbow artifacting

* remove unused function
2021-07-30 08:24:20 -05:00

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#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);
}