slang-shaders/crt/shaders/guest/crt-guest-dr-venom.slang

300 lines
8.8 KiB
Plaintext

#version 450
/*
CRT - Guest - Dr. Venom
Copyright (C) 2018 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 SourceSize;
vec4 OutputSize;
float OS;
float BLOOM;
float brightboost;
float saturation;
float scanline;
float beam_min;
float beam_max;
float h_sharp;
float l_sharp;
float gamma_out;
float warpX;
float warpY;
float glow;
float shadowMask;
float maskDark;
float maskLight;
float CGWG;
float GTW;
} params;
#pragma parameter OS "Do Overscan" 1.0 0.0 2.0 1.0
#define OS params.OS
#pragma parameter BLOOM "Bloom percentage" 5.0 0.0 20.0 1.0
#define BLOOM params.BLOOM
#pragma parameter brightboost "Bright boost" 1.10 0.50 2.00 0.01
#define brightboost params.brightboost
#pragma parameter saturation "Saturation adjustment" 1.0 0.1 2.0 0.05
#define saturation params.saturation
#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0
#define scanline params.scanline
#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05
#define beam_min params.beam_min
#pragma parameter beam_max "Scanline bright" 0.80 0.5 2.0 0.05
#define beam_max params.beam_max
#pragma parameter h_sharp "Horizontal sharpness" 5.0 1.5 20.0 0.25
#define h_sharp params.h_sharp
#pragma parameter l_sharp "Substractive sharpness" 0.0 0.0 0.30 0.01
#define l_sharp params.l_sharp
#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.0 0.05
#define gamma_out params.gamma_out
#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
#define warpX params.warpX
#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
#define warpY params.warpY
#pragma parameter glow "Glow Strength" 0.06 0.0 0.5 0.01
#define glow params.glow
#pragma parameter shadowMask "Mask Style (0 = CGWG)" 0.0 0.0 4.0 1.0
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#define maskDark params.maskDark
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#define maskLight params.maskLight
#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
#define CGWG params.CGWG
#pragma parameter GTW "Gamma Tweak" 1.10 0.5 1.5 0.01
#define GTW params.GTW
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D lum_pass;
layout(set = 0, binding = 4) uniform sampler2D linearize_pass;
#define eps 1e-10
vec3 sw(float x, vec3 color)
{
vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
vec3 ex = vec3(x)*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (mostly from PD Lottes shader).
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);
// Phosphor.
if (params.shadowMask == 0.0)
{
float mf = floor(mod(pos.x,2.0));
float mc = 1.0 - CGWG;
if (mf == 0.0) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
else { mask.r = mc; mask.g = 1.0; mask.b = mc; };
}
// Very compressed TV style shadow mask.
else if (params.shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (params.shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (params.shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (params.shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;
}
// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature)
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord *= params.SourceSize.xy / params.SourceSize.xy;
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.y/params.SourceSize.x);
vec2 cdist = vec2(0.003);
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*600.0,0.0, 1.0);
}
const float sqrt3 = 1.732050807568877;
vec3 gamma_correct(vec3 color, vec3 tmp)
{
float l = length(color)/sqrt3;
float g = mix(1.0/GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b));
l = pow(l,g)*sqrt3;
return l*normalize(color + vec3(eps));
}
void main()
{
vec3 lum = texture(lum_pass, vec2(0.1,0.1)).xyz;
float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum.x*BLOOM/100.0;
vec2 texcoord = Overscan(vTexCoord.xy*(params.SourceSize.xy/params.SourceSize.xy), factor, factor)*(params.SourceSize.xy/params.SourceSize.xy);
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(texcoord);
vec2 ps = params.SourceSize.zw;
vec2 OGL2Pos = pos * params.SourceSize.xy - vec2(0.0,0.5);
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
vec2 x2 = 2.0*dx;
float wl = exp2(-h_sharp*0.36)*l_sharp;
float wl2 = 1.5 + fp.x; wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl2 = max(wl2 - wl, -wl2);
float wl1 = 0.5 + fp.x; wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wl1 = max(wl1 - wl, -0.25);
float wct = 0.5 - fp.x; wct*=wct; wct = exp2(-h_sharp*wct);
float wr1 = 1.5 - fp.x; wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr1 = max(wr1 - wl, -0.25);
float wr2 = 2.5 - fp.x; wr2*=wr2; wr2 = exp2(-h_sharp*wr2); wr2 = max(wr2 - wl, -wr2);
float wt = 1.0/(wl2+wl1+wct+wr1+wr2);
vec3 l2 = texture(linearize_pass, pC4 -x2).xyz;
vec3 l1 = texture(linearize_pass, pC4 -dx).xyz;
vec3 ct = texture(linearize_pass, pC4 ).xyz;
vec3 r1 = texture(linearize_pass, pC4 +dx).xyz;
vec3 r2 = texture(linearize_pass, pC4 +x2).xyz;
vec3 color1 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
if (l_sharp > 0.0) color1 = clamp(color1, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct));
l2 = texture(linearize_pass, pC4 -x2 +dy).xyz;
l1 = texture(linearize_pass, pC4 -dx +dy).xyz;
ct = texture(linearize_pass, pC4 +dy).xyz;
r1 = texture(linearize_pass, pC4 +dx +dy).xyz;
r2 = texture(linearize_pass, pC4 +x2 +dy).xyz;
vec3 color2 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
if (l_sharp > 0.0) color2 = clamp(color2, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct));
// calculating scanlines
float f = fp.y;
vec3 w1 = sw(f,color1);
vec3 w2 = sw(1.0-f,color2);
vec3 color = color1*w1 + color2*w2;
vec3 ctmp = color/(w1+w2);
color = pow(color, vec3(1.0/gamma_out));
float l = length(color);
color = normalize(pow(color + vec3(eps), vec3(saturation,saturation,saturation)))*l;
color*=brightboost;
color = gamma_correct(color,ctmp);
color = pow(color, vec3(gamma_out));
color = min(color, 1.0);
// Apply Mask
color = color*Mask(vTexCoord * params.OutputSize.xy);
vec3 Bloom = texture(Source, pos).xyz;
color+=glow*Bloom;
color = min(color, 1.0);
color = pow(color, vec3(1.0/gamma_out));
FragColor = vec4(color*corner(pos0), 1.0);
}