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a6e11453ad
* Update CRT-1tap to v1.2 * update default param * Update default param * Add bloom based on dual filter blur Previously squashed commits: WIP:Dual filtering bloom effect Add scale level weighting; Comment out debug code; Simplify tonemap Debug:Show bloom contrib Tweak defaults; Small bugfixes Organize shaders into subfolder Refactor tonemap into separate file Tweak parameters Greatly simplify exposure to intensity mapping; Clean up Fix faster preset Change luma pass size to 1 pixel Lots of polishing Add combined presets Add docs; Refactor params a bit; Cleanup Update combined presets Rename presets for better ordering
98 lines
3.5 KiB
Plaintext
98 lines
3.5 KiB
Plaintext
#version 450
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/*
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crt-1tap v1.2 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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Extremely fast and lightweight dynamic scanline shader.
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Contrasty and sharp output. Easy to configure.
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Can be combined with other shaders.
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How it works: Uses a single texture "tap" per pixel, hence the name.
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Exploits bilinear interpolation plus local coordinate distortion to shape
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the scanline. A pseudo-sigmoid function with a configurable slope at the
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inflection point is used to control horizontal smoothness.
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Uses a clamped linear function to anti-alias the edge of the scanline while
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avoiding further branching. The final thickness is shaped with a gamma-like
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operation to control overall image contrast.
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The scanline subpixel position can be controlled to achieve the best
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sharpness and uniformity of the output given different input sizes, e.g.,
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for even and odd integer scaling.
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Changelog:
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v1.2: Better scanline sharpness; Minor cleanups.
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v1.1: Update license; Better defaults; Don't compute alpha.
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v1.0: Initial release.
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*/
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// clang-format off
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#pragma parameter CRT1TAP_SETTINGS "=== CRT-1tap v1.2 settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter MIN_THICK "Scanline thickness of dark pixels" 0.3 0.0 1.4 0.05
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#pragma parameter MAX_THICK "Scanline thickness of bright pixels" 0.9 0.0 1.4 0.05
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#pragma parameter V_SHARP "Vertical sharpness of the scanline" 0.5 0.0 1.0 0.05
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#pragma parameter H_SHARP "Horizontal sharpness of pixel transitions" 0.15 0.0 1.0 0.05
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#pragma parameter SUBPX_POS "Scanline subpixel position" 0.3 -0.5 0.5 0.01
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#pragma parameter THICK_FALLOFF "Reduction / increase of thinner scanlines" 0.65 0.2 2.0 0.05
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// clang-format on
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layout(push_constant) uniform Push {
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vec4 OutputSize;
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vec4 SourceSize;
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float MIN_THICK;
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float MAX_THICK;
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float V_SHARP;
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float H_SHARP;
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float SUBPX_POS;
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float THICK_FALLOFF;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO {
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mat4 MVP;
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}
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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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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 = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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void main() {
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float src_x_int;
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const float src_x_fract = modf(vTexCoord.x * param.SourceSize.x - 0.5, src_x_int);
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float src_y_int;
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const float src_y_fract =
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modf(vTexCoord.y * param.SourceSize.y - param.SUBPX_POS, src_y_int) - 0.5;
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// Function similar to smoothstep and sigmoid.
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const float s = sign(src_x_fract - 0.5);
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const float o = (1.0 + s) * 0.5;
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const float src_x =
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src_x_int + o - 0.5 * s * pow(2.0 * (o - s * src_x_fract), mix(1.0, 6.0, param.H_SHARP));
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const vec3 signal = texture(Source, vec2((src_x + 0.5) * param.SourceSize.z,
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(src_y_int + 0.5) * param.SourceSize.w))
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.rgb;
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// Vectorize operations for speed.
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const float eff_v_sharp = 3.0 + 50.0 * param.V_SHARP * param.V_SHARP;
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const vec3 radius =
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pow(mix(param.MIN_THICK.xxx, param.MAX_THICK.xxx, signal), param.THICK_FALLOFF.xxx) * 0.5;
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FragColor.rgb =
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signal * clamp(0.25 - eff_v_sharp * (src_y_fract * src_y_fract - radius * radius),
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0.0, 1.0);
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}
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