mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
75b81b5a6e
* Update crt-pocket.slangp * Update crt-pocket.slang improvements * Update crt-pocket.slangp
411 lines
12 KiB
Plaintext
411 lines
12 KiB
Plaintext
#version 450
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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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float gammain,gammaout,warpX,warpY,vignette,vign,corners,beam1,beam2,
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scanline1,scanline2,interlace,progress,boost1,boost2,sat,flick;
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} params;
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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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float DOTMASK_STRENGTH,maskDark,maskLight,shadowMask,bgr,maskl,maskh,gl,
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ntsc,TEMP,size;
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} global;
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#pragma parameter warpX "Curvature X" 0.03 0.00 0.20 0.01
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#define warpX params.warpX
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#pragma parameter warpY "Curvature Y" 0.05 0.00 0.20 0.01
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#define warpY params.warpY
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#pragma parameter corners "Corners cut On/Off" 1.0 0.0 1.0 1.0
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#define corners params.corners
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#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0
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#define vignette params.vignette
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#pragma parameter vign "Vignette Strength" 0.10 0.0 0.50 0.01
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#define vign params.vign
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#pragma parameter shadowMask "Mask Style 0:cgwg,1-4:Lottes,5:Sin" 1.0 0.0 5.0 1.0
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#define shadowMask global.shadowMask
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#pragma parameter size "Mask Size" 1.0 1.0 2.0 1.0
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#define size global.size
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#pragma parameter maskl "Mask Low" 0.9 0.0 1.0 0.05
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#define maskl global.maskl
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#pragma parameter maskh "Mask High" 0.6 0.0 1.0 0.05
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#define maskh global.maskh
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#pragma parameter bgr "RGB/BGR subpixels" 1.0 0.0 1.0 1.0
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#define bgr global.bgr
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#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.7 0.0 1.0 0.05
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#define DOTMASK_STRENGTH global.DOTMASK_STRENGTH
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#pragma parameter maskDark "Lottes maskDark" 0.3 0.0 2.0 0.1
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#define maskDark global.maskDark
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight global.maskLight
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#pragma parameter interlace "Interlace On/Off" 1.0 0.0 1.0 1.0
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#define interlace params.interlace
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#pragma parameter progress "Force 240p" 0.0 0.0 1.0 1.0
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#define progress params.progress
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#pragma parameter flick "Flicker Strength" 4.0 0.0 10.0 0.1
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#define flick params.flick
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#pragma parameter beam1 "Scanline Beam Low" 6.0 1.0 15.0 0.5
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#define beam1 params.beam1
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#pragma parameter beam2 "Scanline Beam High" 8.0 1.0 15.0 0.5
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#define beam2 params.beam2
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#pragma parameter scanline1 "Scanline Low" 1.35 0.5 3.0 0.05
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#define scanline1 params.scanline1
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#pragma parameter scanline2 "Scanline High" 1.05 0.5 3.0 0.05
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#define scanline2 params.scanline2
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#pragma parameter ntsc "NTSC Colors" 1.0 0.0 1.0 1.0
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#define ntsc global.ntsc
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#pragma parameter TEMP "Color Temperature in Kelvins" 8591.0 1031.0 12047.0 72.0
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#define TEMP global.TEMP
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#pragma parameter gammain "Gamma In" 2.45 1.0 4.0 0.05
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#define gammain params.gammain
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#pragma parameter gammaout "Gamma Out" 2.25 1.0 4.0 0.05
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#define gammaout params.gammaout
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#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.01
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#define sat params.sat
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#pragma parameter boost1 "Boost Dark Colors" 1.45 1.0 2.0 0.05
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#define boost1 params.boost1
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#pragma parameter boost2 "Boost Bright Colors" 1.25 1.0 2.0 0.05
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#define boost2 params.boost2
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#pragma parameter gl "Glow Strength" 0.15 0.0 1.0 0.01
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#define gl global.gl
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#define pi 3.141592
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#define SourceSize params.SourceSize
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#define OutputSize params.OutputSize
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#define FrameCount params.FrameCount
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#define OriginalSize params.OriginalSize
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#define timer float(FrameCount*2.0)
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#define flicker sin(timer)*flick/1000.0
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#define mod_factor vTexCoord.x * SourceSize.x * OutputSize.x/size / SourceSize.x
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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*1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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if (shadowMask == 0.0)
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{
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float mask = 1.0 - DOTMASK_STRENGTH;
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//Output pixels are alternately tinted green and magenta
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vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
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vec3(mask, 1.0, mask),
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floor(mod(mod_factor, 2.0)));
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return dotMaskWeights;
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}
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// Very compressed TV style shadow mask.
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else 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) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : 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) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : 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) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : 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) bgr == 1.0? mask.b=maskLight : mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else bgr == 1.0? mask.r=maskLight : mask.b=maskLight;
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}
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else if (shadowMask == 5.0)
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{
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float MaskR = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.00000+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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float MaskG = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*1.33333+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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float MaskB = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.66667+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5;
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vec3 Mask; bgr == 1.0? Mask = vec3(MaskB,MaskG,MaskR) : Mask = vec3(MaskR,MaskG,MaskB) ;
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Mask = min(Mask*2.0,1.0);
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return vec3(Mask);
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}
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return mask;
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}
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//Lanczos filter
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float sinc(float x)
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{
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return sin(x * pi) / (x * pi);
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}
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float lanczosWeight(float d, float n)
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{
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return (d == 0.0) ? (1.0) : (d*d < n*n ? sinc(d) * sinc(d / n) : 0.0);
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}
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vec3 Lanczos3(vec2 uv, vec2 InvResolution)
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{
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vec2 center = uv - (mod(uv / InvResolution, 1.0)-0.5) * InvResolution;// texel center
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vec2 offset = (uv - center)/InvResolution;// relevant texel position in the range -0.5~+0.5
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vec3 col = vec3(0.0);
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float weight = 0.0;
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//loop
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for(int x = -2; x < 3; x++)
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{
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for(int y = -1; y < 2; y++)
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{
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float wx = lanczosWeight(float(x)-offset.x, 2.0);
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float wy = lanczosWeight(float(y)-offset.y, 1.0);
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float w = wx * wy;
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col += w * texture(Source, center + vec2(x,y) * InvResolution).rgb;
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weight += w;
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}
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}
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col /= weight;
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return col;
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}
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// Distortion of scanlines
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vec2 Warp(vec2 pos)
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{
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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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}
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//Vignette
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mat3 vignet()
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{
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vec2 vpos = vTexCoord;
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * 50.0;
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vig = min(pow(vig, vign), 1.0);
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if (vignette == 0.0) vig=1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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float sw(float y, float l)
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{
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float scan = mix(beam1, beam2, y);
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float tmp = mix(scanline1, scanline2, l);
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float ex = y*tmp;
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return exp2(-scan*ex*ex);
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}
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vec3 glow(vec2 pos)
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{
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vec3 col = vec3(0.0);
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float x = SourceSize.z;
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float y = SourceSize.w;
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float w1 = 0.15;
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float w2 = 0.05;
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col += w1*texture(Source,pos+vec2(x,0.0)).rgb;
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col += w1*texture(Source,pos+vec2(x,y)).rgb;
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col += w1*texture(Source,pos+vec2(x,-y)).rgb;
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col += w1*texture(Source,pos+vec2(-x,0.0)).rgb;
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col += w1*texture(Source,pos+vec2(-x,y)).rgb;
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col += w1*texture(Source,pos+vec2(-x,-y)).rgb;
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col += w1*texture(Source,pos+vec2(0.0,y)).rgb;
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col += w1*texture(Source,pos+vec2(0.0,-y)).rgb;
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col += w2*texture(Source,pos+vec2(2.0*x,0.0)).rgb;
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col += w2*texture(Source,pos+vec2(2.0*x,y)).rgb;
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col += w2*texture(Source,pos+vec2(2.0*x,-y)).rgb;
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col += w2*texture(Source,pos+vec2(-2.0*x,0.0)).rgb;
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col += w2*texture(Source,pos+vec2(-2.0*x,y)).rgb;
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col += w2*texture(Source,pos+vec2(-2.0*x,-y)).rgb;
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col += w1*texture(Source,pos+vec2(0.0,2.0*y)).rgb;
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col += w1*texture(Source,pos+vec2(0.0,-2.0*y)).rgb;
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return col*gl;
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}
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vec3 DecodeGamma(vec3 color, float gamma)
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{
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color = clamp(color, 0.0, 1.0);
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color.r = (color.r <= 0.00313066844250063) ?
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color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ?
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color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ?
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color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
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return color;
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}
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vec3 RGBtoXYZ(vec3 RGB)
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{
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const mat3x3 m = mat3x3(
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0.6068909, 0.1735011, 0.2003480,
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0.2989164, 0.5865990, 0.1144845,
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0.0000000, 0.0660957, 1.1162243);
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return RGB * m;
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}
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vec3 NTSC(vec3 c)
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{
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vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding
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return RGBtoXYZ(v);
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}
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vec3 XYZtoSRGB(vec3 XYZ)
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{
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const mat3x3 m = mat3x3(
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3.2404542,-1.5371385,-0.4985314,
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-0.9692660, 1.8760108, 0.0415560,
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0.0556434,-0.2040259, 1.0572252);
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return XYZ * m;
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}
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vec3 sRGB(vec3 c)
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{
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vec3 v = XYZtoSRGB(c);
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v = DecodeGamma(v, 2.4); //Companding
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return v;
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}
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// NTSC RGB to sRGB
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vec3 NTSCtoSRGB( vec3 c )
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{
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return sRGB(NTSC( c ));
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}
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float saturate(float v)
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{
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return clamp(v, 0.0, 1.0);
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}
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vec3 ColorTemp(float temperatureInKelvins)
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{
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vec3 retColor;
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temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0;
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if (temperatureInKelvins <= 66.0)
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{
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retColor.r = 1.0;
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retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098);
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}
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else
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{
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float t = temperatureInKelvins - 60.0;
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retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592));
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retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492));
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}
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if (temperatureInKelvins >= 66.0)
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retColor.b = 1.0;
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else if(temperatureInKelvins <= 19.0)
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retColor.b = 0.0;
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else
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retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914);
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return retColor;
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}
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void main()
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{
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vec2 pos = Warp(vTexCoord);
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vec2 uv = pos * vec2(0.5, 2.0);
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vec2 InvResolution = SourceSize.zw;
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float f = fract(0.5+pos.y*SourceSize.y);
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float f2 = fract(pos.y*SourceSize.y);
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//handle interlacing
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if (OriginalSize.y > 400.0 && interlace == 1.0)
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{
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f = fract(0.5+pos.y*SourceSize.y/2.0);
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f2 = fract((pos.y-0.5)*SourceSize.y/2.0);
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sin(timer) > 0.0 ? f=f : f=f2;
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}
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if (OriginalSize.y > 400.0 && interlace == 0.0 && progress == 1.0)
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{
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f = fract(0.5+pos.y*SourceSize.y/2.0);
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}
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vec3 res = Lanczos3(pos,InvResolution);
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if (ntsc == 1.0) res = NTSCtoSRGB(res);
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res *= ColorTemp(TEMP);
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float lumscan = max(max(res.r,res.g),res.b);
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float lumsat = dot(vec3(0.22,0.7,0.08),res);
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res = pow(res,vec3(gammain));
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res = res*sw(f,lumscan) + res*sw(abs(1.0-f),lumscan);
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float msk = mix(maskl,maskh,lumscan);
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res *= mix(vec3(1.0),Mask(floor(vTexCoord.xy * OutputSize.xy/size + vec2(0.5))),msk);
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res *= mix(boost1,boost2,lumsat);
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res = pow(res,vec3(1.0/gammaout));
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res *= vignet();
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res += flicker;
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vec2 corn = min(pos,vec2(1.0)-pos); // This is used to mask corners
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corn.x = 0.0001/corn.x;
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res +=glow(pos);
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if (corners == 1.0 && corn.y <= corn.x || corn.x < 0.0001 ) res = vec3(0.0);
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res = mix(vec3(lumsat),res,sat);
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FragColor = vec4(res,1.0);
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}
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