mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
527 lines
18 KiB
Plaintext
527 lines
18 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 OutputSize;
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uint FrameCount;
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float rg;
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float rb;
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float gr;
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float gb;
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float br;
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float bg;
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float Downscale;
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float quality;
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float palette_fix;
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} params;
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// Parameter lines go here:
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#pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.5 1.0 4.0 0.1
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#pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05
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#pragma parameter blury "Convergence Y" 0.1 -4.0 4.0 0.05
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#pragma parameter warpx " Curvature X" 0.02 0.0 0.12 0.01
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#pragma parameter warpy " Curvature Y" 0.04 0.0 0.12 0.01
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#pragma parameter corner " Corner size" 0.01 0.0 0.10 0.01
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#pragma parameter smoothness " Border Smoothness" 400.0 100.0 600.0 5.0
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#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter Downscale "Interlacing Downscale Scanlines" 2.0 1.0 8.0 1.0
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#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
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#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
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#pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05
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#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
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#pragma parameter preserve " Protect White On Masks" 0.98 0.0 1.0 0.01
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#pragma parameter brightboost1 " Bright boost dark pixels" 1.2 0.0 3.0 0.05
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#pragma parameter brightboost2 " Bright boost bright pixels" 1.0 0.0 3.0 0.05
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#pragma parameter glow " Glow pixels per axis" 4.0 1.0 4.0 1.0
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#pragma parameter quality " Glow quality" 1.0 0.5 4.0 0.1
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#pragma parameter glow_str " Glow intensity" 0.0 0.0001 1.0 0.05
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#pragma parameter nois " Add Noise" 0.0 0.0 32.0 1.0
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#pragma parameter postbr " Post Brightness" 1.0 0.0 2.5 0.02
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#pragma parameter palette_fix "Palette Fixes. Sega, PUAE Atari ST dark colors " 0.0 0.0 2.0 1.0
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#pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0
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#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter MaskDark "Mask dark" 0.2 0.0 2.0 0.1
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#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter GAMMA_OUT " Gamma Out" 2.2 0.0 4.0 0.1
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#pragma parameter sat " Saturation" 1.0 0.0 2.0 0.05
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#pragma parameter contrast " Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
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#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter rg " Red-Green Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter rb " Red-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gr " Green-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter gb " Green-Blue Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter br " Blue-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter bg " Blue-Green Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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#pragma parameter vpower "Vignette Power" 0.15 0.0 1.0 0.01
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#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
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#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
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#define rg params.rg
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#define rb params.rb
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#define gr params.gr
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#define gb params.gb
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#define br params.br
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#define bg params.bg
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#define Downscale params.Downscale
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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 blurx;
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float blury;
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float warpx;
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float warpy;
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float corner;
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float smoothness;
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float scanlow;
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float scanhigh;
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float beamlow;
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float beamhigh;
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float brightboost1;
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float brightboost2;
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float Shadowmask;
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float masksize;
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float MaskDark;
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float MaskLight;
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float slotmask;
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float slotwidth;
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float double_slot;
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float slotms;
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float GAMMA_OUT;
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float glow;
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float glow_str;
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float sat;
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float contrast;
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float nois;
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float WP;
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float inter;
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float vignette;
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float vpower;
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float vstr;
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float alloff;
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float postbr;
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float PRE_SCALE;
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float preserve;
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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 * 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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#define iTime (float(params.FrameCount) / 2.0)
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#define iTimer (float(params.FrameCount) / 60.0)
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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) * global.warpx, 1.0 + (pos.x * pos.x) * global.warpy);
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return pos * 0.5 + 0.5;
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}
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float sw(float y, float l)
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{
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float beam = mix(global.scanlow, global.scanhigh, y);
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float scan = mix(global.beamlow, global.beamhigh, l);
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float ex = y * scan;
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return exp2(-beam * ex * ex);
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}
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vec3 mask(vec2 x, vec3 col, float l)
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{
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x = floor(x / global.masksize);
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if (global.Shadowmask == 0.0)
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{
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float m = fract(x.x * 0.4999);
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if (m < 0.4999) return vec3(1.0, global.MaskDark, 1.0);
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else return vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else if (global.Shadowmask == 1.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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float line = global.MaskLight;
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float odd = 0.0;
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if (fract(x.x / 6.0) < 0.5) odd = 1.0;
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if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
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float m = fract(x.x / 3.0);
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if (m < 0.333) Mask.b = global.MaskLight;
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else if (m < 0.666) Mask.g = global.MaskLight;
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else Mask.r = global.MaskLight;
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Mask *= line;
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return Mask;
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}
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else if (global.Shadowmask == 2.0)
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{
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float m = fract(x.x*0.3333);
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if (m < 0.3333) return vec3(global.MaskDark, global.MaskDark, global.MaskLight);
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if (m < 0.6666) return vec3(global.MaskDark, global.MaskLight, global.MaskDark);
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else return vec3(global.MaskLight, global.MaskDark, global.MaskDark);
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}
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if (global.Shadowmask == 3.0)
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{
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float m = fract(x.x * 0.5);
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if (m < 0.5) return vec3(1.0, 1.0, 1.0);
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else return vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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}
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else if (global.Shadowmask == 4.0)
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{
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vec3 Mask = vec3(col.rgb);
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float line = global.MaskLight;
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float odd = 0.0;
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if (fract(x.x / 4.0) < 0.5) odd = 1.0;
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if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
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float m = fract(x.x / 2.0);
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if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
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else Mask.g = 1.0;
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Mask *= line;
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return Mask;
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}
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else if (global.Shadowmask == 5.0)
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{
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vec3 Mask = vec3(1.0, 1.0, 1.0);
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if (fract(x.x / 4.0) < 0.5)
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{
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if (fract(x.y / 3.0) < 0.666)
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{
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if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
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else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else Mask *= l;
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}
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else if (fract(x.x / 4.0) >= 0.5)
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{
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if (fract(x.y / 3.0) > 0.333)
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{
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if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
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else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else Mask *= l;
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}
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return Mask;
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}
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else if (global.Shadowmask == 6.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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if (fract(x.x / 6.0) < 0.5)
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{
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if (fract(x.y / 4.0) < 0.75)
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{
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if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
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else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
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else Mask.b = global.MaskLight;
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}
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else Mask * l * 0.9;
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}
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else if (fract(x.x / 6.0) >= 0.5)
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{
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if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25)
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{
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if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
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else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
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else Mask.b = global.MaskLight;
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}
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else Mask * l * 0.9;
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}
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return Mask;
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}
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else if (global.Shadowmask == 7.0)
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{
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float m = fract(x.x * 0.3333);
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if (m < 0.3333) return vec3(global.MaskDark, global.MaskLight, global.MaskLight * col.b); //Cyan
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if (m < 0.6666) return vec3(global.MaskLight * col.r, global.MaskDark, global.MaskLight); //Magenta
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else return vec3(global.MaskLight, global.MaskLight * col.g, global.MaskDark); //Yellow
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}
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else if (global.Shadowmask == 8.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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float bright = global.MaskLight;
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float left = 0.0;
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if (fract(x.x / 6.0) < 0.5) left = 1.0;
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float m = fract(x.x / 3.0);
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if (m < 0.333) Mask.b = 0.9;
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else if (m < 0.666) Mask.g = 0.9;
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else Mask.r = 0.9;
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if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0)
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Mask *= bright;
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return Mask;
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}
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else return vec3(1.0, 1.0, 1.0);
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}
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float SlotMask(vec2 pos, vec3 c)
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{
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if (global.slotmask == 0.0) return 1.0;
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pos = floor(pos / global.slotms);
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float mx = pow(max(max(c.r, c.g), c.b), 1.33);
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float mlen = global.slotwidth * 2.0;
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float px = fract(pos.x / mlen);
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float py = floor(fract(pos.y / (2.0 * global.double_slot)) * 2.0 * global.double_slot);
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float slot_dark = mix(1.0 - global.slotmask, 1.0 - 0.80 * global.slotmask, mx);
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float slot = 1.0 + 0.7 * global.slotmask * (1.0 - mx);
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if (py == 0.0 && px < 0.5) slot = slot_dark;
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else if (py == global.double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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mat4 contrastMatrix(float contrast)
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{
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float t = (1.0 - global.contrast) / 2.0;
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return mat4(global.contrast, 0, 0, 0,
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0, global.contrast, 0, 0,
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0, 0, global.contrast, 0,
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t, t, t, 1);
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}
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mat3 vign(float l)
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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 * global.vstr;
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vig = min(pow(vig, global.vpower), 1.0);
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if (global.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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vec3 saturation(vec3 textureColor)
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{
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float luminance = length(textureColor.rgb) * 0.5775;
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vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1);
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if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
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+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
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luminance = dot(textureColor.rgb, luminanceWeighting);
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vec3 greyScaleColor = vec3(luminance, luminance, luminance);
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vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, global.sat));
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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vec3 glow0 (vec2 texcoord, vec3 col)
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{
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// the more params.quality, the smaller the offset and better quality, less visible glow too
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vec2 size = params.SourceSize.zw/params.quality;
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vec3 c01;
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vec3 sum = vec3(0.0);
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// global.glow = pixels per axis, the more the slower!
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for (float x = -global.glow; x <= global.glow; x = x+1.0)
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{
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// multiply texture, the more far away the less pronounced
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float factor = 1.0/global.glow;
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for (float y = -global.glow; y <= global.glow; y = y+1.0)
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{
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vec2 offset = vec2(x, y) * size;
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c01 = texture(Source, texcoord + offset).rgb*factor; c01 = c01*c01;
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sum += c01;
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}
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}
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return (global.glow_str * sum / (global.glow * global.glow )) ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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float noise(vec2 co)
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{
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return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float corner0(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, params.SourceSize.y / params.SourceSize.x);
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vec2 cdist = vec2(global.corner, global.corner);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist) * global.smoothness, 0.0, 1.0);
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}
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const mat3 D65_to_XYZ = mat3(
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0.4306190, 0.2220379, 0.0201853,
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0.3415419, 0.7066384, 0.1295504,
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0.1783091, 0.0713236, 0.9390944);
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const mat3 XYZ_to_D65 = mat3(
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3.0628971, -0.9692660, 0.0678775,
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-1.3931791, 1.8760108, -0.2288548,
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-0.4757517, 0.0415560, 1.0693490);
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const mat3 D50_to_XYZ = mat3(
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0.4552773, 0.2323025, 0.0145457,
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0.3675500, 0.7077956, 0.1049154,
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0.1413926, 0.0599019, 0.7057489);
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const mat3 XYZ_to_D50 = mat3(
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2.9603944, -0.9787684, 0.0844874,
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-1.4678519, 1.9161415, -0.2545973,
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-0.4685105, 0.0334540, 1.4216174);
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy);
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vec2 tex_size = params.SourceSize.xy;
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vec2 pC4 = (pos + 0.5/tex_size);
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vec2 fp = fract(pos * tex_size);
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if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*1.0/Downscale);}
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vec4 res = vec4(1.0);
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if (global.alloff == 1.0)
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res = texture(Source, pC4);
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else
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{
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vec2 texel = pos * tex_size;
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vec2 texel_floored = floor(texel);
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float scale = global.PRE_SCALE;
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float region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = fp - 0.5;
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vec2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 mod_texel = texel_floored + fpp;
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vec2 coords = mod_texel / params.SourceSize.xy;
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vec3 sample1 = texture(Source, vec2(coords.x + global.blurx*params.SourceSize.z, coords.y - global.blury*params.SourceSize.w)).rgb;
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vec3 sample2 = texture(Source, coords).rgb;
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|
vec3 sample3 = texture(Source, vec2(coords.x - global.blurx*params.SourceSize.z, coords.y + global.blury*params.SourceSize.w )).rgb;
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|
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|
vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
|
|
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
|
|
sample2.b * 0.5 + sample3.b * 0.5);
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|
if (params.palette_fix != 0.0)
|
|
{
|
|
if (params.palette_fix == 1.0) color = color* 1.0667;
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|
else if (params.palette_fix == 2.0) color = color * 2.0;
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|
}
|
|
|
|
//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
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|
if (global.WP != 0.0)
|
|
{
|
|
vec3 warmer = D50_to_XYZ * color;
|
|
warmer = XYZ_to_D65 * warmer;
|
|
|
|
vec3 cooler = D65_to_XYZ * color;
|
|
cooler = XYZ_to_D50 * cooler;
|
|
|
|
float m = abs(global.WP) / 100.0;
|
|
vec3 comp = (global.WP < 0.0) ? cooler : warmer;
|
|
comp = clamp(comp, 0.0, 1.0);
|
|
|
|
color = vec3(mix(color, comp, m));
|
|
}
|
|
|
|
mat3 hue = mat3 (1., rg, rb, //red tint
|
|
gr, 1., gb, //green tint
|
|
br, bg, 1.); //blue tint
|
|
|
|
color = hue * color;
|
|
|
|
color = (2.0*pow(color,vec3(2.8))) - pow(color,vec3(3.6));
|
|
|
|
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
|
|
|
|
float f = fract(fp.y -0.5);
|
|
|
|
if (global.inter > 0.5 && tex_size.y > 400.0) color = color;
|
|
else
|
|
{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
|
|
|
|
float lum1 = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
|
|
|
|
|
|
color *= mix(mask((vTexCoord * params.OutputSize.xy), color,lum1), vec3(1.0), lum1*global.preserve);
|
|
|
|
|
|
if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
|
|
|
|
color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
|
|
|
|
|
|
|
|
color = pow(color,vec3(1.0 / global.GAMMA_OUT));
|
|
if (global.glow_str != 0.0) color += glow0(coords,color);
|
|
|
|
if (global.sat != 1.0) color = saturation(color);
|
|
if (global.corner != 0.0) color *= corner0(pC4);
|
|
if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois;
|
|
|
|
color *= mix(1.0, global.postbr, lum);
|
|
res = vec4(color, 1.0);
|
|
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
|
|
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
|
|
res.rgb *= vign(lum);
|
|
|
|
}
|
|
|
|
FragColor = res;
|
|
}
|