mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
0593d28e8b
might still be lingering bugs due to filter_lanczos() addressing elements of a matrix which hasn't been transposed.
178 lines
5.1 KiB
Plaintext
178 lines
5.1 KiB
Plaintext
#version 450
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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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/*
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CRT Shader by EasyMode
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License: GPL
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A flat CRT shader ideally for 1080p or higher displays.
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Recommended Settings:
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Video
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- Aspect Ratio: 4:3
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- Integer Scale: Off
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Shader
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- Filter: Nearest
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- Scale: Don't Care
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Example RGB Mask Parameter Settings:
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Aperture Grille (Default)
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- Dot Width: 1
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- Dot Height: 1
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- Stagger: 0
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Lottes' Shadow Mask
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- Dot Width: 2
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- Dot Height: 1
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- Stagger: 3
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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 SHARPNESS_H 0.5
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#define SHARPNESS_V 1.0
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#define MASK_STRENGTH 0.3
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#define MASK_DOT_WIDTH 1.0
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#define MASK_DOT_HEIGHT 1.0
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#define MASK_STAGGER 0.0
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#define MASK_SIZE 1.0
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#define SCANLINE_STRENGTH 1.0
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#define SCANLINE_BEAM_WIDTH_MIN 1.5
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#define SCANLINE_BEAM_WIDTH_MAX 1.5
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#define SCANLINE_BRIGHT_MIN 0.35
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#define SCANLINE_BRIGHT_MAX 0.65
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#define SCANLINE_CUTOFF 400.0
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#define GAMMA_INPUT 2.0
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#define GAMMA_OUTPUT 1.8
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#define BRIGHT_BOOST 1.2
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#define DILATION 1.0
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#define FIX(c) max(abs(c), 1e-5)
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#define PI 3.141592653589
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#define TEX2D(c) dilate(texture(Source, c))
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// Set to 0 to use linear filter and gain speed
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#define ENABLE_LANCZOS 1
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vec4 dilate(vec4 col)
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{
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vec4 x = mix(vec4(1.0), col, DILATION);
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return col * x;
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}
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float curve_distance(float x, float sharp)
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{
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/*
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apply half-circle s-curve to distance for sharper (more pixelated) interpolation
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single line formula for Graph Toy:
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0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
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*/
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float x_step = step(0.5, x);
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float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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vec4 col = color_matrix * coeffs;
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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col = clamp(col, sample_min, sample_max);
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return col.rgb;
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}
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/* main_fragment */
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void main()
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{
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vec2 dx = vec2(global.SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, global.SourceSize.w);
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vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5);
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw;
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vec2 dist = fract(pix_co);
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float curve_x;
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vec3 col, col2;
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#if ENABLE_LANCZOS
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curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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coeffs = FIX(coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
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coeffs /= dot(coeffs, vec4(1.0));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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curve_x = curve_distance(dist.x, SHARPNESS_H);
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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#endif
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col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
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float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
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float mask = 1.0 - MASK_STRENGTH;
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vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
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vec3 mask_weight;
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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if (global.SourceSize.y >= SCANLINE_CUTOFF)
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scan_weight = 1.0;
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col2 = col.rgb;
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col *= vec3(scan_weight);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GAMMA_OUTPUT));
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FragColor = vec4(col * BRIGHT_BOOST, 1.0);
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}
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