mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
227 lines
9.1 KiB
Plaintext
227 lines
9.1 KiB
Plaintext
#version 450
|
|
#include "config.inc"
|
|
|
|
#define RGB_SHIFT_RANGE 20
|
|
|
|
#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 vR_offset;
|
|
layout(location = 2) out vec2 vG_offset;
|
|
layout(location = 3) out vec2 vB_offset;
|
|
layout(location = 4) out float vDo_shadow_mode;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord ;
|
|
|
|
//...to tell fragment shader if dot matrix feature requests shadows.
|
|
vDo_shadow_mode = float(DOT_M_SHADOW_STR + DO_DOT_MATRIX > 1 + eps);
|
|
|
|
//Shadow mode disables deconvergence, they do not coexist in real life.
|
|
if (vDo_shadow_mode == 1.0) {
|
|
vR_offset = vec2(DOT_M_SHADOW_OFF, abs(DOT_M_SHADOW_OFF));
|
|
vG_offset = vR_offset;
|
|
vB_offset = vR_offset;
|
|
} else if (DO_SHIFT_RGB == 1.0) {
|
|
vR_offset=offsets_from_float(SHIFT_R+210.0,RGB_SHIFT_RANGE);
|
|
vG_offset=offsets_from_float(SHIFT_G+210.0,RGB_SHIFT_RANGE);
|
|
vB_offset=offsets_from_float(SHIFT_B+210.0,RGB_SHIFT_RANGE);
|
|
}
|
|
}
|
|
|
|
|
|
#pragma stage fragment
|
|
#include "includes/functions.include.slang"
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 vR_offset;
|
|
layout(location = 2) in vec2 vG_offset;
|
|
layout(location = 3) in vec2 vB_offset;
|
|
layout(location = 4) in float vDo_shadow_mode;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
|
|
layout(set = 0, binding = 4) uniform sampler2D flick_and_noise_pass;
|
|
layout(set = 0, binding = 5) uniform sampler2D colortools_and_ntsc_pass;
|
|
|
|
#define bandwidth_mhz_Y_ntsc 4.2
|
|
#define bandwidth_mhz_I 1.5
|
|
#define bandwidth_mhz_Q 0.5
|
|
|
|
const mat3 mat3_RGB2YIQ = mat3(
|
|
0.2989, 0.5959, 0.2115,
|
|
0.5870, -0.2744, -0.5229,
|
|
0.1140, -0.3216, 0.3114);
|
|
|
|
const mat3 mat3_YIQ2RGB = mat3(
|
|
1.0, 1.0, 1.0,
|
|
0.956, -0.2720, -1.1060,
|
|
0.6210, -0.6474, 1.7046);
|
|
|
|
//https://www.sciencedirect.com/topics/computer-science/color-subcarrier
|
|
#define bandwidth_mhz_Y_pal 5.0
|
|
#define bandwidth_mhz_U 1.3
|
|
#define bandwidth_mhz_V 1.3
|
|
|
|
const mat3 mat3_RGB2YUV = mat3(
|
|
0.299, 0.587, 0.114,
|
|
-0.14713, -0.28886, 0.436,
|
|
0.615, -0.514991, -0.10001);
|
|
|
|
const mat3 mat3_YUV2RGB = mat3(
|
|
1.000, 0.000, 1.13983,
|
|
1.000,-0.39465,-0.58060,
|
|
1.000, 2.03211, 0.00000);
|
|
|
|
|
|
|
|
vec3 deconvergence_shadow(vec3 pixel_cur,vec2 coord, sampler2D in_texture, vec4 sourcesize2) {
|
|
//Emulates deconvergence or shadowing for dot matrix screens like Gameboy.
|
|
//Since both effects should not coexist in real life, we use a singe function for both.
|
|
//The function stays more or less the same, but rgb offsets calculated in vertex shader
|
|
//will be the same for shadow mode. Hopefully shader texture cache will take care of
|
|
//multiple sampling for the same tex coords.
|
|
|
|
vec2 d = -vec2(sourcesize2.z, sourcesize2.w)*0.5;
|
|
vec3 pixel_offset;
|
|
|
|
pixel_offset.r=texture(in_texture,coord + vR_offset * d).r;
|
|
pixel_offset.g=texture(in_texture,coord + vG_offset * d).g;
|
|
pixel_offset.b=texture(in_texture,coord + vB_offset * d).b;
|
|
|
|
vec3 deconvergence_mode = mix(pixel_cur, pixel_offset, OFFSET_STRENGTH);
|
|
vec3 shadow_mode = pixel_cur - max( (pixel_cur - pixel_offset), vec3(0.0) ) * DOT_M_SHADOW_STR;
|
|
|
|
return mix_step(deconvergence_mode, shadow_mode, vDo_shadow_mode);
|
|
|
|
|
|
//Shadow mode:
|
|
//return pixel_cur -
|
|
// max( (pixel_cur - pixel_offset), vec3(0.0) ) * OFFSET_STRENGTH;
|
|
}
|
|
|
|
|
|
vec3 deconvergence_shadow_wrap (vec2 coord) {
|
|
if ( DO_FXAA == 1.0) {
|
|
return deconvergence_shadow(texture(FXAA_pass, vTexCoord).rgb, vTexCoord, FXAA_pass, global.FXAA_passSize);
|
|
} else {
|
|
return deconvergence_shadow(texture(flick_and_noise_pass, vTexCoord).rgb, vTexCoord, flick_and_noise_pass, global.flick_and_noise_passSize);
|
|
}
|
|
}
|
|
|
|
|
|
vec3 pixel_bleed_side_NTSC(vec3 pixel_in, vec2 co, float size, float side, sampler2D in_texture, vec4 sourcesize2) {
|
|
//apply strength modifier to blur ntsc artifacts more.
|
|
|
|
float strength_modifier = mix(1.0, texture(colortools_and_ntsc_pass,co).a, DO_NTSC_ARTIFACTS);
|
|
if (NTSC_SHOW_ARTF_MASK + DO_NTSC_ARTIFACTS == 2.0) return vec3(strength_modifier);
|
|
float w = SAT_BLEED_STRENGTH * clamp (strength_modifier, (1-NTSC_ARTF_NOBLEED), 1.0 );
|
|
vec3 blur_YIQ = pixel_in * mat3_RGB2YIQ; //Work in YIQ space
|
|
float i = 0.0;
|
|
for ( i=1 ; i <= size ; i++ ){
|
|
w=w/SAT_BLEED_FALLOFF;
|
|
//w = w * exp(i*i*(1-SAT_BLEED_FALLOFF)*0.1);
|
|
//w=clamp(w,0.0,1.0);
|
|
vec3 smp_YIQ = texture(flick_and_noise_pass, co - side * vec2(sourcesize2.z*i,0.0)).rgb * mat3_RGB2YIQ;
|
|
blur_YIQ.x = mix(blur_YIQ.x, smp_YIQ.x, w/bandwidth_mhz_Y_ntsc); // Blur Y
|
|
blur_YIQ.y = mix(blur_YIQ.y, smp_YIQ.y, w/bandwidth_mhz_I ); // Blur I
|
|
blur_YIQ.z = mix(blur_YIQ.z, smp_YIQ.z, w/bandwidth_mhz_Q ); // BlurQ
|
|
//Tried to optimize as follows to no avail:
|
|
//vec3 vec3_mix = vec3(w/bandwidth_mhz_Y_ntsc, w/bandwidth_mhz_I, w/bandwidth_mhz_Q);
|
|
//blur_YIQ = mix(blur_YIQ.xyz, smp_YIQ.xyz, vec3_mix);
|
|
}
|
|
//blur_YIQ.z/=i;
|
|
return blur_YIQ.xyz * mat3_YIQ2RGB; //return to RGB colorspace
|
|
}
|
|
|
|
vec3 pixel_bleed_side_PAL(vec3 pixel_in, vec2 co, float size, float side, sampler2D in_texture, vec4 sourcesize2) {
|
|
float w = SAT_BLEED_STRENGTH;
|
|
vec3 blur_YUV = pixel_in * mat3_RGB2YUV; //Work in YIQ space
|
|
float i = 0.0;
|
|
for ( i=1 ; i <= size ; i++ ){
|
|
w=w/SAT_BLEED_FALLOFF;
|
|
//w=clamp(w,0.0,1.0);
|
|
vec3 smp_YUV = texture(flick_and_noise_pass, co - side * vec2(sourcesize2.z*i,0.0)).rgb * mat3_RGB2YUV;
|
|
blur_YUV.x = mix(blur_YUV.x, smp_YUV.x, w/bandwidth_mhz_Y_pal); // Blur Y
|
|
blur_YUV.y = mix(blur_YUV.y, smp_YUV.y, w/bandwidth_mhz_U ); // Blur U
|
|
blur_YUV.z = mix(blur_YUV.z, smp_YUV.z, w/bandwidth_mhz_V ); // Blur V
|
|
}
|
|
return blur_YUV.xyz * mat3_YUV2RGB; //return to RGB colorspace
|
|
}
|
|
|
|
#define SIDE_RIGHT 1
|
|
#define SIDE_LEFT -1
|
|
|
|
|
|
vec3 pixel_bleed(vec3 pixel_in, vec2 co, sampler2D in_texture, vec4 sourcesize2) {
|
|
vec3 side_left ; vec3 side_right;
|
|
//Tried to unbranch the following, no gain (even worse) probably due to not using constants anymore.
|
|
//Just dont try again.
|
|
if (SAT_BLEED_PAL == 1.0) {
|
|
side_right = pixel_bleed_side_PAL(pixel_in, co, SAT_BLEED_SIZE_RIGHT, SIDE_RIGHT, in_texture, sourcesize2);
|
|
side_left = pixel_bleed_side_PAL(pixel_in, co, SAT_BLEED_SIZE_LEFT, SIDE_LEFT, in_texture, sourcesize2);
|
|
} else {
|
|
side_right = pixel_bleed_side_NTSC(pixel_in, co, SAT_BLEED_SIZE_RIGHT, SIDE_RIGHT, in_texture, sourcesize2);
|
|
side_left = pixel_bleed_side_NTSC(pixel_in, co, SAT_BLEED_SIZE_LEFT, SIDE_LEFT, in_texture, sourcesize2);
|
|
}
|
|
//Clamping min to 0.0 is needed for nvidia to avoid bad graphical glitches, why?
|
|
return max( mix(side_left,side_right,0.5), 0.0) ;
|
|
|
|
}
|
|
void main() {
|
|
float pixel_alpha_ntsc_artifacts; // <- this holds ntsc artifacts needed by glow to modulate blur there.
|
|
vec3 pixel_out;
|
|
//Handle case where both are needed:
|
|
//First shift the right source, then pass it to bleed function.
|
|
if (DO_SHIFT_RGB + DO_SAT_BLEED > 1.0 || DOT_M_SHADOW_STR > 0.0 ) {
|
|
pixel_out = deconvergence_shadow_wrap(vTexCoord);
|
|
if (DO_SAT_BLEED > 0.0) {
|
|
if ( DO_FXAA == 1.0) {
|
|
pixel_out = pixel_bleed(pixel_out, vTexCoord, FXAA_pass, global.FXAA_passSize);
|
|
pixel_alpha_ntsc_artifacts = texture(FXAA_pass, vTexCoord).a;
|
|
} else {
|
|
pixel_out = pixel_bleed(pixel_out, vTexCoord, flick_and_noise_pass, global.flick_and_noise_passSize);
|
|
pixel_alpha_ntsc_artifacts = texture(flick_and_noise_pass, vTexCoord).a;
|
|
}
|
|
}
|
|
} else
|
|
//Handle case where only color shifting is requested
|
|
if (DO_SHIFT_RGB > 0.0 || DOT_M_SHADOW_STR > 0.0) {
|
|
pixel_out = deconvergence_shadow_wrap(vTexCoord);
|
|
pixel_alpha_ntsc_artifacts = texture(flick_and_noise_pass, vTexCoord).a;
|
|
} else
|
|
if (DO_SAT_BLEED > 0.0) {
|
|
//Handle case where only chroma bleed is requested
|
|
if ( DO_FXAA == 1.0) {
|
|
pixel_out = texture(FXAA_pass, vTexCoord).rgb;
|
|
pixel_alpha_ntsc_artifacts = texture(FXAA_pass, vTexCoord).a;
|
|
pixel_out = pixel_bleed(pixel_out, vTexCoord, FXAA_pass, global.FXAA_passSize);
|
|
|
|
} else {
|
|
pixel_out = texture(flick_and_noise_pass, vTexCoord).rgb;
|
|
pixel_alpha_ntsc_artifacts = texture(flick_and_noise_pass, vTexCoord).a;
|
|
pixel_out = pixel_bleed(pixel_out, vTexCoord, flick_and_noise_pass, global.flick_and_noise_passSize);
|
|
}
|
|
} else
|
|
//Passthrough
|
|
if ( DO_FXAA == 1.0) {
|
|
pixel_out = texture(FXAA_pass, vTexCoord).rgb;
|
|
pixel_alpha_ntsc_artifacts = texture(FXAA_pass, vTexCoord).a;
|
|
} else {
|
|
pixel_out = texture(flick_and_noise_pass, vTexCoord).rgb;
|
|
pixel_alpha_ntsc_artifacts = texture(flick_and_noise_pass, vTexCoord).a;
|
|
}
|
|
|
|
//pre-gamma if needed by glow.
|
|
if (DO_CCORRECTION > 0.5)
|
|
pixel_out = pow(pixel_out, vec3(IN_GLOW_GAMMA));
|
|
|
|
FragColor = vec4(pixel_out,pixel_alpha_ntsc_artifacts);
|
|
|
|
}
|