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https://github.com/italicsjenga/slang-shaders.git
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35c2d7064e
* add TATE mode to mame_hlsl * add crt-guest-dr-venom2 shaders and presets * get rid of weird character in filename * add updated crt-hyllian shaders and presets * update guest's deconvergence to latest * more gdv updates * forgot one
126 lines
4.4 KiB
Plaintext
126 lines
4.4 KiB
Plaintext
#version 450
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/*
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Hyllian's CRT Shader - pass0
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Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float SHARPNESS;
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float CRT_ANTI_RINGING;
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float InputGamma;
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} params;
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#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0
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#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1
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#pragma parameter InputGamma "CRT - Input gamma" 2.5 0.0 5.0 0.1
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#define SHARPNESS params.SHARPNESS
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#define CRT_ANTI_RINGING params.CRT_ANTI_RINGING
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#define InputGamma params.InputGamma
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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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} global;
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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// Horizontal cubic filter.
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// Some known filters use these values:
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// B = 0.0, C = 0.0 => Hermite cubic filter.
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// B = 1.0, C = 0.0 => Cubic B-Spline filter.
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// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
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// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
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// B = 0.3782, C = 0.3109 => Robidoux filter.
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// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
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// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
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// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
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// Change these params to configure the horizontal filter.
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const float B = 0.0;
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const float C = 0.5;
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const mat4 invX = mat4( (-B - 6.0*C)/6.0, (12.0 - 9.0*B - 6.0*C)/6.0, -(12.0 - 9.0*B - 6.0*C)/6.0, (B + 6.0*C)/6.0,
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(3.0*B + 12.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, -C,
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(-3.0*B - 6.0*C)/6.0, 0.0, (3.0*B + 6.0*C)/6.0, 0.0,
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B/6.0, (6.0 - 2.0*B)/6.0, B/6.0, 0.0);
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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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#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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void main()
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{
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vec2 texture_size = vec2(SHARPNESS*params.SourceSize.x, params.SourceSize.y);
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vec3 color;
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vec2 dx = vec2(1.0/texture_size.x, 0.0);
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vec2 dy = vec2(0.0, 1.0/texture_size.y);
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vec2 pix_coord = vTexCoord*texture_size+vec2(-0.5,0.0);
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vec2 tc = (floor(pix_coord)+vec2(0.5,0.001))/texture_size;
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vec2 fp = fract(pix_coord);
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vec3 c10 = GAMMA_IN(texture(Source, tc - dx).xyz);
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vec3 c11 = GAMMA_IN(texture(Source, tc ).xyz);
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vec3 c12 = GAMMA_IN(texture(Source, tc + dx).xyz);
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vec3 c13 = GAMMA_IN(texture(Source, tc + 2.0*dx).xyz);
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// Get min/max samples
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vec3 min_sample = min(c11,c12);
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vec3 max_sample = max(c11,c12);
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mat4x3 color_matrix = mat4x3(c10, c11, c12, c13);
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vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
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vec4 invX_Px = invX * lobes;
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color = color_matrix * invX_Px;
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// Anti-ringing
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, CRT_ANTI_RINGING);
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FragColor = vec4(color, 1.0);
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}
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