mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +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
176 lines
5.5 KiB
Plaintext
176 lines
5.5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
CRT - Guest - Advanced - Deconvergence pass (NTSC) + noise
|
|
|
|
Copyright (C) 2021 guest(r) - guest.r@gmail.com
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float decons;
|
|
float addnoised;
|
|
float noiseresd;
|
|
float deconrr;
|
|
float deconrg;
|
|
float deconrb;
|
|
float deconrry;
|
|
float deconrgy;
|
|
float deconrby;
|
|
float dctypex;
|
|
float dctypey;
|
|
} params;
|
|
|
|
#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
|
|
|
|
#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
|
|
|
|
#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
|
|
|
|
#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10
|
|
#define decons params.decons // Horizontal deconvergence colors strength
|
|
|
|
#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
|
|
#define addnoised params.addnoised // add noise
|
|
|
|
#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0
|
|
#define noiseresd params.noiseresd // add noise
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
|
|
vec3 plant (vec3 tar, float r)
|
|
{
|
|
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
|
|
return tar * r / t;
|
|
}
|
|
|
|
// noise function:
|
|
// Dedicated to the public domain.
|
|
// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick).
|
|
// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz
|
|
|
|
vec3 noise(vec3 v){
|
|
if (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0;
|
|
// ensure reasonable range
|
|
v = fract(v) + fract(v*1e4) + fract(v*1e-4);
|
|
// seed
|
|
v += vec3(0.12345, 0.6789, 0.314159);
|
|
// more iterations => more random
|
|
v = fract(v*dot(v, v)*123.456);
|
|
v = fract(v*dot(v, v)*123.456);
|
|
v = fract(v*dot(v, v)*123.456);
|
|
return v;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
|
|
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
|
|
vec3 result = color;
|
|
|
|
if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20)
|
|
{
|
|
float stepx = params.OutputSize.z;
|
|
float stepy = params.OutputSize.w;
|
|
|
|
vec2 dx = vec2(stepx, 0.0);
|
|
vec2 dy = vec2(0.0, stepy);
|
|
|
|
float ds = decons;
|
|
|
|
float posx = 2.0*vTexCoord.x - 1.0;
|
|
float posy = 2.0*vTexCoord.y - 1.0;
|
|
|
|
if (params.dctypex > 0.025)
|
|
{
|
|
posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex);
|
|
dx = posx * dx;
|
|
}
|
|
|
|
if (params.dctypey > 0.025)
|
|
{
|
|
|
|
posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey);
|
|
dy = posy * dy;
|
|
}
|
|
|
|
if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey));
|
|
|
|
vec2 rc = params.deconrr * dx + params.deconrry*dy;
|
|
vec2 gc = params.deconrg * dx + params.deconrgy*dy;
|
|
vec2 bc = params.deconrb * dx + params.deconrby*dy;
|
|
|
|
float r = COMPAT_TEXTURE(Source, vTexCoord + rc ).r;
|
|
float g = COMPAT_TEXTURE(Source, vTexCoord + gc ).g;
|
|
float b = COMPAT_TEXTURE(Source, vTexCoord + bc ).b;
|
|
|
|
result = vec3(r,g,b);
|
|
|
|
vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + dx).rgb, COMPAT_TEXTURE(Source, vTexCoord - dx).rgb), color);
|
|
|
|
float mc = max(max(dcolor.r, dcolor.g), dcolor.b);
|
|
if (decons < 0.0) mc = 0.9;
|
|
float dclamp = min(2.0-0.40*abs(ds),1.0);
|
|
|
|
result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), dclamp*min(result,color), min(1.0/dclamp*max(result, color),1.0));
|
|
}
|
|
|
|
float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4;
|
|
|
|
if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc);
|
|
|
|
float corner = COMPAT_TEXTURE(Source, vTexCoord).a;
|
|
|
|
FragColor = vec4(result*corner, 1.0);
|
|
} |