mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
8524a42da5
* 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
198 lines
6.4 KiB
Plaintext
198 lines
6.4 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced - Deconvergence pass + noise
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Copyright (C) 2021 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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uint FrameCount;
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float deconr;
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float TATE;
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float decons;
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float addnoised;
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float noiseresd;
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float shadowMask;
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float masksize;
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float deconrr;
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float deconrg;
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float deconrb;
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float deconrry;
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float deconrgy;
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float deconrby;
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float deconsmooth;
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float dctypex;
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float dctypey;
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} params;
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#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
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#define TATE params.TATE // Screen orientation
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#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
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#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
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#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
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#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25
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#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25
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#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
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#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25
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#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25
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#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
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#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10
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#define decons params.decons // Horizontal deconvergence colors strength
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#pragma parameter deconsmooth " Deconvergence Smoothing" 0.0 0.0 1.0 0.10
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#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
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#define addnoised params.addnoised // add noise
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#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0
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#define noiseresd params.noiseresd // add noise
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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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} 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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#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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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// noise function:
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// Dedicated to the public domain.
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// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick).
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// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz
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vec3 noise(vec3 v){
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if (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0;
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// ensure reasonable range
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v = fract(v) + fract(v*1e4) + fract(v*1e-4);
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// seed
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v += vec3(0.12345, 0.6789, 0.314159);
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// more iterations => more random
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v = fract(v*dot(v, v)*123.456);
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v = fract(v*dot(v, v)*123.456);
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v = fract(v*dot(v, v)*123.456);
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return v;
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}
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void main()
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{
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vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
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vec3 result = color;
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if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20)
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{
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float step = 1.0;
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float dstep = step;
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step*= (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w);
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float stepy = (TATE < 0.5) ? (params.OutputSize.w) : (params.OutputSize.z);
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float stepx = (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w);
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vec2 sx = mix(vec2(stepx, 0.0), vec2(0.0, stepx), TATE);
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float ds = decons;
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vec2 dx = (TATE < 0.5) ? vec2(step, 0.0) : vec2(0.0, step);
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vec2 dy = (TATE > 0.5) ? vec2(stepy, 0.0) : vec2(0.0, stepy);
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float posx = 2.0*vTexCoord.x - 1.0;
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float posy = 2.0*vTexCoord.y - 1.0;
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if (params.dctypex > 0.025)
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{
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posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex);
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dx = posx * dx;
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}
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if (params.dctypey > 0.025)
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{
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posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey);
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dy = posy * dy;
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}
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if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey));
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vec2 rc = params.deconrr * dx + params.deconrry*dy;
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vec2 gc = params.deconrg * dx + params.deconrgy*dy;
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vec2 bc = params.deconrb * dx + params.deconrby*dy;
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dx = (dx+dy) * params.deconsmooth;
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float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc ).r;
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float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc ).g;
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float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc ).b;
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float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r;
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float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g;
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float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b;
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float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r;
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float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g;
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float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b;
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vec3 result1 = vec3(r1,g1,b1);
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vec3 result2 = vec3(r2,g2,b2);
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vec3 result3 = vec3(r3,g3,b3);
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result = (result1+result2+result3)/3.0;
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vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + sx).rgb, COMPAT_TEXTURE(Source, vTexCoord - sx).rgb), color);
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float mc = max(max(dcolor.r, dcolor.g), dcolor.b);
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if (decons < 0.0) mc = 0.9;
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result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), min(result,color), max(result, color));
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}
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float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4;
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if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc);
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float corner = COMPAT_TEXTURE(Source, vTexCoord).a;
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FragColor = vec4(result*corner, 1.0);
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} |