mirror of
https://github.com/italicsjenga/slang-shaders.git
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153 lines
5.7 KiB
Plaintext
153 lines
5.7 KiB
Plaintext
#version 450
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// film noise
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// by hunterk
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// license: public domain
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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 x_off_r, y_off_r, x_off_g, y_off_g, x_off_b, y_off_b, grain_str,
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hotspot, vignette, noise_toggle, jitter, vig_flicker, vig_amt, technicolor;
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} params;
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#pragma parameter jitter "Jitter Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter noise_toggle "Film Scratches" 1.0 0.0 1.0 1.0
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#pragma parameter hotspot "Hotspot Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter vig_flicker "Vignette Flicker Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter technicolor "Color Shift Intensity" 0.5 0.0 1.0 0.01
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#pragma parameter x_off_r "X Offset Red" 0.12 -1.0 1.0 0.01
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#pragma parameter y_off_r "Y Offset Red" 0.07 -1.0 1.0 0.01
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#pragma parameter x_off_g "X Offset Green" -0.06 -1.0 1.0 0.01
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#pragma parameter y_off_g "Y Offset Green" -0.08 -1.0 1.0 0.01
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#pragma parameter x_off_b "X Offset Blue" -0.11 -1.0 1.0 0.01
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#pragma parameter y_off_b "Y Offset Blue" 0.09 -1.0 1.0 0.01
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#pragma parameter grain_str "Grain Strength" 24.0 0.0 60.0 1.0
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#pragma parameter vig_amt "Vignette Amount" 0.15 0.0 1.0 0.01
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#define x_off_r params.x_off_r
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#define x_off_g params.x_off_g
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#define x_off_b params.x_off_b
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#define y_off_r params.y_off_r
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#define y_off_g params.y_off_g
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#define y_off_b params.y_off_b
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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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float hash( float n ){
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return fract(sin(n)*43758.5453123);
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}
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// global timer
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float time = mod(params.FrameCount, 4268.);
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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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layout(location = 1) out vec2 centerCoord;
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layout(location = 2) out vec2 noiseCoord;
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layout(location = 3) out float hash_num1;
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layout(location = 4) out float hash_num2;
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layout(location = 5) out float hash_num3;
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layout(location = 6) out float frame_hash;
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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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// move the image to center-origin for consistent deconvergence effects
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centerCoord = TexCoord - 0.5;
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// jitter on the y-axis
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centerCoord.y += 0.003 * hash(sin(mod(time, 403.))) * params.jitter;
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// calculate some magic pseudo-random numbers in the vertex for performance reasons
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hash_num1 = sin(hash(mod(time, 147.0)));
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hash_num2 = hash(cos(mod(time, 292.0)));
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hash_num3 = cos(hash(mod(time, 361.0)));
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frame_hash = hash(time);
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// flip the x/y axes pseudo-randomly to give the noise texture some variety
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noiseCoord.x = (hash_num1 > 0.15) ? vTexCoord.x : 1.0 - vTexCoord.x;
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noiseCoord.y = ((hash_num1 + hash_num2 - 0.5) > 0.66) ? vTexCoord.y : 1.0 - vTexCoord.y;
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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 = 1) in vec2 centerCoord;
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layout(location = 2) in vec2 noiseCoord;
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layout(location = 3) in float hash_num1;
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layout(location = 4) in float hash_num2;
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layout(location = 5) in float hash_num3;
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layout(location = 6) in float frame_hash;
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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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layout(set = 0, binding = 3) uniform sampler2D noise1;
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//https://www.shadertoy.com/view/4sXSWs strength= 16.0
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float filmGrain(vec2 uv, float strength, float timer ){
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float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(timer, 800.0) + 10.0) * 10.0);
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return (mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength;
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}
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const vec3 redfilter = vec3(1.0, 0.0, 0.0);
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const vec3 bluegreenfilter = vec3(0.0, 1.0, 0.7);
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void main()
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{
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// a simple calculation for the vignette/hotspot effects
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vec2 middle = centerCoord;
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float len = length(middle) / 1.25;
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float vig = smoothstep(0.0, 1.0 - params.vig_amt, len);
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// create the noise/scratching effects from a LUT of actual film noise
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vec4 film_noise1 = texture(noise1, noiseCoord.xx + (hash_num1 + hash_num3 - 0.85));
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vec4 film_noise2 = texture(noise1, noiseCoord.xy + (hash_num1 + hash_num2 - 0.85));
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// set up color channel offsets / deconvergence
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vec2 red_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5;
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vec3 red_light = texture(Source, red_coord).rgb;
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vec2 green_coord = (centerCoord + 0.01 * vec2(x_off_g, y_off_g)) + 0.5;
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vec3 green_light = texture(Source, green_coord).rgb;
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vec2 blue_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5;
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vec3 blue_light = texture(Source, blue_coord).rgb;
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// composite the color channels
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vec3 film = vec3(red_light.r, green_light.g, blue_light.b);
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// technicolor effect from aybe:
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// https://github.com/aybe/RetroArch-shaders/blob/master/shaders/technicolor1.cg
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vec3 redrecord = film * redfilter;
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vec3 bluegreenrecord = film * bluegreenfilter;
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vec3 rednegative = vec3(redrecord.r);
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vec3 bluegreennegative = vec3((bluegreenrecord.g + bluegreenrecord.b) / 2.0);
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vec3 redoutput = rednegative * redfilter;
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vec3 bluegreenoutput = bluegreennegative * bluegreenfilter;
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vec3 result = redoutput + bluegreenoutput;
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film = mix(film, result, vec3(params.technicolor));
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// apply film grain
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film += filmGrain(vTexCoord.xy, params.grain_str, time / 10.);
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// apply vignetting and hotspot and vary the size a bit pseudo-randomly
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float vig_mod = 1.0 + 0.1 * hash_num3 * params.vig_flicker;
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film *= mix(1.0, 1.0 - vig, params.vignette * vig_mod); // Vignette
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film += ((1.0 - vig) * 0.2) * params.hotspot * vig_mod; // Hotspot
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// Apply noise/scratching effects (or not) pseudo-randomly
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if (frame_hash > 0.99 && params.noise_toggle > 0.5)
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FragColor = vec4(mix(film, film_noise1.rgb, film_noise1.a), 1.0);
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else if (frame_hash < 0.01 && params.noise_toggle > 0.5)
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FragColor = vec4(mix(film, film_noise2.rgb, film_noise2.a), 1.0);
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else
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FragColor = vec4(film, 1.0);
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}
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