mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
287 lines
7.3 KiB
Plaintext
287 lines
7.3 KiB
Plaintext
#version 450
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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 Source;
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// -- config -- //
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#define hardScan -8.0
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#define hardPix -3.0
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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 scaleInLinearGamma 1
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#define shadowMask 1
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#define brightboost 1
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#define hardBloomScan -2.0
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#define hardBloomPix -1.5
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#define bloomAmount 1.0/16.0
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#define shape 2.0
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//Uncomment to reduce instructions with simpler linearization
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//(fixes HD3000 Sandy Bridge IGP)
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//#define SIMPLE_LINEAR_GAMMA
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#define DO_BLOOM 1
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// ------------- //
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// sRGB to Linear.
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// Assuming using sRGB typed textures this should not be needed.
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#ifdef SIMPLE_LINEAR_GAMMA
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float ToLinear1(float c)
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{
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return c;
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}
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float3 ToLinear(vec3 c)
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{
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return c;
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}
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vec3 ToSrgb(vec3 c)
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{
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return pow(c, 1.0 / 2.2);
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}
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#else
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float ToLinear1(float c)
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{
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if (scaleInLinearGamma==0) return c;
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return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);
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}
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vec3 ToLinear(vec3 c)
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{
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if (scaleInLinearGamma==0) return c;
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return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));
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}
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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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if (scaleInLinearGamma==0) return c;
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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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if (scaleInLinearGamma==0) return c;
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return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));
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}
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#endif
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy;
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#ifdef SIMPLE_LINEAR_GAMMA
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return ToLinear(brightboost * pow(texture(Source,pos.xy).rgb, 2.2));
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#else
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return ToLinear(brightboost * texture(Source,pos.xy).rgb);}
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#endif
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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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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-2.0,off));
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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vec3 e=Fetch(pos,vec2( 2.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wa=Gaus(dst-2.0,scale);
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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float we=Gaus(dst+2.0,scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// 7-tap Gaussian filter along horz line.
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vec3 Horz7(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-3.0,off));
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vec3 b=Fetch(pos,vec2(-2.0,off));
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vec3 c=Fetch(pos,vec2(-1.0,off));
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vec3 d=Fetch(pos,vec2( 0.0,off));
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vec3 e=Fetch(pos,vec2( 1.0,off));
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vec3 f=Fetch(pos,vec2( 2.0,off));
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vec3 g=Fetch(pos,vec2( 3.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardBloomPix;
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float wa=Gaus(dst-3.0,scale);
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float wb=Gaus(dst-2.0,scale);
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float wc=Gaus(dst-1.0,scale);
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float wd=Gaus(dst+0.0,scale);
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float we=Gaus(dst+1.0,scale);
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float wf=Gaus(dst+2.0,scale);
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float wg=Gaus(dst+3.0,scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
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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=Horz3(pos,-1.0);
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vec3 b=Horz5(pos, 0.0);
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vec3 c=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=Horz5(pos,-2.0);
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vec3 b=Horz7(pos,-1.0);
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vec3 c=Horz7(pos, 0.0);
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vec3 d=Horz7(pos, 1.0);
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vec3 e=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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} |