slang-shaders/crt/shaders/crt-caligari.slang
metallic77 5488db25f4
Update crt-caligari.slang
Pixels will overlap each other below 0.5.
2023-09-22 07:58:49 +03:00

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#version 450
/*
Phosphor shader - Copyright (C) 2011 caligari.
Ported by Hyllian.
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 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SPOT_WIDTH;
float SPOT_HEIGHT;
float COLOR_BOOST;
float InputGamma;
float OutputGamma;
} params;
// 0.5 = the spot stays inside the original pixel
// 1.0 = the spot bleeds up to the center of next pixel
#pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.5 1.5 0.05
#pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.65 0.5 1.5 0.05
// Used to counteract the desaturation effect of weighting.
#pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05
// Constants used with gamma correction.
#pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1
#pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1
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;
layout(location = 1) out vec2 onex;
layout(location = 2) out vec2 oney;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
onex = vec2(params.SourceSize.z, 0.0);
oney = vec2(0.0, params.SourceSize.w);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 onex;
layout(location = 2) in vec2 oney;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define GAMMA_IN(color) pow(color,vec4(params.InputGamma))
#define GAMMA_OUT(color) pow(color, vec4(1.0 / params.OutputGamma))
#define TEX2D(coords) GAMMA_IN( texture(Source, coords) )
// Macro for weights computing
#define WEIGHT(w) \
if(w>1.0) w=1.0; \
w = 1.0 - w * w; \
w = w * w;
void main()
{
vec2 coords = ( vTexCoord * params.SourceSize.xy );
vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5);
vec2 texture_coords = pixel_center * params.SourceSize.zw;
vec4 color = TEX2D( texture_coords );
float dx = coords.x - pixel_center.x;
float h_weight_00 = dx / params.SPOT_WIDTH;
WEIGHT( h_weight_00 );
color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 );
// get closest horizontal neighbour to blend
vec2 coords01;
if (dx>0.0) {
coords01 = onex;
dx = 1.0 - dx;
} else {
coords01 = -onex;
dx = 1.0 + dx;
}
vec4 colorNB = TEX2D( texture_coords + coords01 );
float h_weight_01 = dx / params.SPOT_WIDTH;
WEIGHT( h_weight_01 );
color = color + colorNB * vec4( h_weight_01 );
//////////////////////////////////////////////////////
// Vertical Blending
float dy = coords.y - pixel_center.y;
float v_weight_00 = dy / params.SPOT_HEIGHT;
WEIGHT( v_weight_00 );
color *= vec4( v_weight_00 );
// get closest vertical neighbour to blend
vec2 coords10;
if (dy>0.0) {
coords10 = oney;
dy = 1.0 - dy;
} else {
coords10 = -oney;
dy = 1.0 + dy;
}
colorNB = TEX2D( texture_coords + coords10 );
float v_weight_10 = dy / params.SPOT_HEIGHT;
WEIGHT( v_weight_10 );
color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 );
colorNB = TEX2D( texture_coords + coords01 + coords10 );
color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 );
color *= vec4( params.COLOR_BOOST );
FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 );
}