mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 03:11:31 +11:00
35c2d7064e
* add TATE mode to mame_hlsl * add crt-guest-dr-venom2 shaders and presets * get rid of weird character in filename * add updated crt-hyllian shaders and presets * update guest's deconvergence to latest * more gdv updates * forgot one
198 lines
7 KiB
Plaintext
198 lines
7 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float BEAM_PROFILE;
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// float HFILTER_PROFILE;
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float BEAM_MIN_WIDTH;
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float BEAM_MAX_WIDTH;
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float SCANLINES_STRENGTH;
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float COLOR_BOOST;
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float HFILTER_SHARPNESS;
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float PHOSPHOR_LAYOUT;
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float MASK_INTENSITY;
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float CRT_ANTI_RINGING;
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float InputGamma;
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float OutputGamma;
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float VSCANLINES;
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} param;
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#pragma parameter BEAM_PROFILE "BEAM PROFILE (BP)" 0.0 0.0 3.0 1.0
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#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 0.86 0.0 1.0 0.02
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#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.02
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#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.02
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#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.25 1.0 2.0 0.05
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#pragma parameter HFILTER_SHARPNESS " Custom [If HFP=0.00] SHARPNESS" 1.0 0.0 1.0 0.02
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#pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 19.0 1.0
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#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
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#pragma parameter CRT_ANTI_RINGING "ANTI RINGING" 1.0 0.0 1.0 0.1
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#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
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#pragma parameter VSCANLINES "SCANLINES DIRECTION" 0.0 0.0 1.0 1.0
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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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#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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/*
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Hyllian's CRT Shader
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Copyright (C) 2011-2020 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#include "../../../include/subpixel_masks.h"
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#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma))
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#define scanlines_strength (2.0*profile.x)
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#define beam_min_width profile.y
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#define beam_max_width profile.z
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#define color_boost profile.w
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vec4 get_beam_profile()
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{
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vec4 bp = vec4(param.SCANLINES_STRENGTH, param.BEAM_MIN_WIDTH, param.BEAM_MAX_WIDTH, param.COLOR_BOOST);
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if (param.BEAM_PROFILE == 1) bp = vec4(0.70, 0.58, 1.00, 1.25);
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if (param.BEAM_PROFILE == 2) bp = vec4(0.70, 1.00, 1.00, 1.25);
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if (param.BEAM_PROFILE == 3) bp = vec4(0.58, 1.00, 1.00, 1.25);
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return bp;
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}
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#define pi 3.1415926535897932384626433832795
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#define wa (0.5*pi)
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#define wb (pi)
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vec4 resampler4(vec4 x)
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{
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vec4 res;
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res.x = (x.x<=0.001) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y<=0.001) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z<=0.001) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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res.w = (x.w<=0.001) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
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return res;
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}
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vec3 resampler3(vec3 x)
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{
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vec3 res;
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res.x = (x.x<=0.001) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y<=0.001) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z<=0.001) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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return res;
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}
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void main()
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{
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vec4 profile = get_beam_profile();
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vec2 TextureSize = vec2(global.SourceSize.x, global.SourceSize.y);
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vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES);
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vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES);
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vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5);
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vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, param.VSCANLINES);
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vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES);
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vec3 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz);
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vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz);
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vec3 c02 = GAMMA_IN(texture(Source, tc + dx - dy).xyz);
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vec3 c03 = GAMMA_IN(texture(Source, tc + 2.0*dx - dy).xyz);
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vec3 c10 = GAMMA_IN(texture(Source, tc - dx ).xyz);
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vec3 c11 = GAMMA_IN(texture(Source, tc ).xyz);
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vec3 c12 = GAMMA_IN(texture(Source, tc + dx ).xyz);
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vec3 c13 = GAMMA_IN(texture(Source, tc + 2.0*dx ).xyz);
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mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
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mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
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vec4 weights = resampler4(vec4(1.0+fp.x, fp.x, 1.0-fp.x, 2.0-fp.x));
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vec3 color0 = (color_matrix0 * weights)/dot(weights, vec4(1.0));
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vec3 color1 = (color_matrix1 * weights)/dot(weights, vec4(1.0));
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// Get min/max samples
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vec3 min_sample0 = min(c01,c02);
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vec3 max_sample0 = max(c01,c02);
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vec3 min_sample1 = min(c11,c12);
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vec3 max_sample1 = max(c11,c12);
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// Anti-ringing
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vec3 aux = color0;
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color0 = clamp(color0, min_sample0, max_sample0);
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color0 = mix(aux, color0, param.CRT_ANTI_RINGING);
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aux = color1;
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color1 = clamp(color1, min_sample1, max_sample1);
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color1 = mix(aux, color1, param.CRT_ANTI_RINGING);
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float pos0 = fp.y;
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float pos1 = 1 - fp.y;
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vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
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vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
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vec3 d0 = clamp(scanlines_strength*pos0/(lum0+0.0000001), 0.0, 1.0);
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vec3 d1 = clamp(scanlines_strength*pos1/(lum1+0.0000001), 0.0, 1.0);
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d0 = resampler3(d0);
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d1 = resampler3(d1);
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vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb);
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vec2 mask_coords = vTexCoord.xy * global.OutputSize.xy;
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mask_coords = mix(mask_coords.xy, mask_coords.yx, param.VSCANLINES);
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color.rgb*=mask_weights(mask_coords, param.MASK_INTENSITY, int(param.PHOSPHOR_LAYOUT));
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color = GAMMA_OUT(color);
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FragColor = vec4(color, 1.0);
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}
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