mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
858404b1db
Based on CRT Royale, this filter includes a lot of cool features: - Horizontal ringing (produced by low pass filters e.g. SNES video output) - CVBS / S-VIDEO / RGB filter modes - Accurate pixel perfect dimensions (for 1080 resolutions and up) - TV frames that reminds the 90's experience - PC monitor frame also available - New adjustable scale system to fix image size and overscans - Ambient lighting and rear LED simulation modes - Reflections over the screen borders - Nice bulged screen finish - Auto scales to any resolution, preserving 4:3 ratio - 3 shaders available: normal mode, fast mode and doubled outputs mode Glcore and d3d11 drivers supported at the moment.
139 lines
3.7 KiB
Plaintext
139 lines
3.7 KiB
Plaintext
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-maximus-royale: A fully customizable extension for crt-royale shader,
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// inside a TV / MONITOR BOX with backlight and some other cool stuff.
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// Copyright (C) 2022 DigiDwrf
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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float h2x;
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float CVBS_SVIDEO_RGB;
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float CVBS_RES;
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float CVBS_PHASE;
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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} global;
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#pragma parameter h2x "Horizontal Scale" 2.0 0.0 2.0 1.0
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#pragma parameter CVBS_SVIDEO_RGB "CVBS - SVIDEO - RGB" 0.0 0.0 2.0 1.0
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#pragma parameter CVBS_RES "CVBS Intensity" 0.0 0.0 1.0 1.0
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#pragma parameter CVBS_PHASE "CVBS Phase" 3.0 2.0 4.0 1.0
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#define PI 3.14159265
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#define CMF_TWO_PHASE (4.0 * PI / 15.0)
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#define CMF_THREE_PHASE (PI / 3.0)
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#define FRGART (params.h2x + params.CVBS_RES)
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mat3 mix_matCVBS = mat3(
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1.0, FRGART, FRGART,
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FRGART, 2.0, 0.0,
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FRGART, 0.0, 2.0
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);
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mat3 mix_matSVIDEO = mat3(
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1.0, 0.0, 0.0,
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0.0, 2.0, 0.0,
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0.0, 0.0, 2.0
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);
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#include "ntsc_rgbyuv.inc"
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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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layout(location = 1) out vec2 pix_no;
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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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if (params.CVBS_SVIDEO_RGB < 2)
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{
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vec2 cutH = vec2(1.0);
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vec2 doubleY = vec2(1.0);
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vec2 Src_Size = global.SourceSize.xy * vec2(0.25, 1.0);
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vec2 Out_Size = global.OutputSize.xy * vec2(0.5, 1.0);
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if (params.h2x == 0.0) { cutH.x = 4.0; }
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if (params.h2x == 1.0) { cutH.x = 2.0; }
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if (global.OriginalSize.y > 400) { doubleY.y = 0.5; }
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vec2 SrcSize = Src_Size / cutH;
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vec2 OutSize = Out_Size / cutH;
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pix_no = TexCoord * SrcSize * (OutSize / SrcSize) * doubleY;
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}
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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 pix_no;
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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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void main()
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{
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq;
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vec3 yiqsum;
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float chroma_phase;
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float mod_phase;
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float i_mod;
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float q_mod;
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float CHROMA_MOD_FREQ;
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float PHASE_MOD_FREQ;
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if (params.CVBS_SVIDEO_RGB < 2)
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{
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yiq = rgb2yiq(col);
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if (params.CVBS_PHASE == 2) CHROMA_MOD_FREQ = CMF_TWO_PHASE;
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if (params.CVBS_PHASE >= 3) CHROMA_MOD_FREQ = CMF_THREE_PHASE;
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if (params.CVBS_PHASE == 4) PHASE_MOD_FREQ = 2.0;
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else PHASE_MOD_FREQ = 3.0;
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chroma_phase = 0.6667 * PI * (mod(pix_no.y, PHASE_MOD_FREQ) + global.FrameCount);
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mod_phase = chroma_phase + (pix_no.x) * CHROMA_MOD_FREQ;
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i_mod = cos(mod_phase);
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q_mod = sin(mod_phase);
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yiq.yz *= vec2(i_mod, q_mod); // Modulate.
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if (params.CVBS_SVIDEO_RGB == 0) { yiq *= mix_matCVBS; } // Cross-talk.
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if (params.CVBS_SVIDEO_RGB == 1) { yiq *= mix_matSVIDEO; } // Cross-talk.
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yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
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col = yiq;
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}
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FragColor = vec4(col, 1.0);
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}
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