mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
205 lines
6.3 KiB
Plaintext
205 lines
6.3 KiB
Plaintext
#version 450
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// Original bits by Themaister
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// Moire mitigation bits by Timothy Lottes, added by hunterk
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layout(push_constant) uniform Push
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{
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float BLOOM_STRENGTH;
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float OUTPUT_GAMMA;
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float CURVATURE;
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float warpX;
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float warpY;
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float shadowMask;
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float maskDark;
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float maskLight;
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float cornersize;
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float cornersmooth;
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float noise_amt;
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} params;
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#pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05
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#pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02
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#pragma parameter CURVATURE "Curvature" 0.0 0.0 1.0 1.0
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#pragma parameter warpX "Curvature X-Axis" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "Curvature Y-Axis" 0.041 0.0 0.125 0.01
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vec2 Distortion = vec2(params.warpX, params.warpY) * 15.;
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#pragma parameter cornersize "Corner Size" 0.01 0.001 1.0 0.005
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#define cornersize params.cornersize
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#pragma parameter cornersmooth "Corner Smoothness" 1000.0 80.0 2000.0 100.0
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#define cornersmooth params.cornersmooth
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#pragma parameter noise_amt "Noise Amount" 1.0 0.0 5.0 0.25
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#pragma parameter shadowMask "Mask Effect" 0.0 0.0 4.0 1.0
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#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1
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#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1
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#define iTime mod(float(global.FrameCount) / 60.0, 600.0)
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#define fragCoord (vTexCoord.xy * global.OutputSize.xy)
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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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vec4 CRTPassSize;
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uint FrameCount;
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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 = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D CRTPass;
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// For debugging
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#define BLOOM_ONLY 0
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#define CRT_PASS CRTPass
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// Convert from linear to sRGB.
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//float Srgb(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));}
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// Convert from sRGB to linear.
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//float Linear(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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float Linear(float c){return pow(c, 2.2);}
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float rand(vec2 n) {
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
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}
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float noise(vec2 p){
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vec2 ip = floor(p);
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vec2 u = fract(p);
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u = u*u*(3.0-2.0*u);
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float res = mix(
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
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return res*res;
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}
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const vec2 corner_aspect = vec2(1.0, 0.75);
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(cornersize);
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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)*cornersmooth, 0.0, 1.0);
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}
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vec2 Warp(vec2 texCoord){
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float offset_x = noise(sin(gl_FragCoord.xy) * float(mod(global.FrameCount, 361.)));
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float offset_y = noise(cos(gl_FragCoord.yx) * float(mod(global.FrameCount, 873.)));
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vec2 noisecoord = texCoord + vec2(offset_x, offset_y) * 0.001 * params.noise_amt;
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vec2 curvedCoords = noisecoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark);
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// Very compressed TV style shadow mask.
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if (params.shadowMask == 1.0)
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{
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float line = params.maskLight;
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float odd = 0.0;
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if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
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if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark;
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (params.shadowMask == 2.0)
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{
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pos.x = fract(pos.x*0.333333333);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (params.shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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// VGA style shadow mask.
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else if (params.shadowMask == 4.0)
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{
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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*0.166666666);
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if (pos.x < 0.333) mask.r = params.maskLight;
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else if (pos.x < 0.666) mask.g = params.maskLight;
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else mask.b = params.maskLight;
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}
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return mask;
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}
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void main()
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{
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vec2 pp = vTexCoord.xy;
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pp = (params.CURVATURE > 0.5) ? Warp(pp) : pp;
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#if BLOOM_ONLY
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vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb;
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#else
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vec3 source = 1.15 * texture(CRT_PASS, pp).rgb;
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vec3 bloom = texture(Source, pp).rgb;
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source += params.BLOOM_STRENGTH * bloom;
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#endif
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FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / params.OUTPUT_GAMMA)), 1.0);
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/* TODO/FIXME - hacky clamp fix */
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if ( pp.x > 0.0001 && pp.x < 0.9999 && pp.y > 0.0001 && pp.y < 0.9999)
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FragColor.rgb = FragColor.rgb;
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else
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FragColor.rgb = vec3(0.0);
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FragColor.rgb *= (params.CURVATURE > 0.5) ? corner(pp) : 1.0;
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if (params.shadowMask > 0.0)
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FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2));
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}
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