mirror of
https://github.com/italicsjenga/slang-shaders.git
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Based on CRT Royale, this filter includes a lot of cool features: - Horizontal ringing (produced by low pass filters e.g. SNES video output) - CVBS / S-VIDEO / RGB filter modes - Accurate pixel perfect dimensions (for 1080 resolutions and up) - TV frames that reminds the 90's experience - PC monitor frame also available - New adjustable scale system to fix image size and overscans - Ambient lighting and rear LED simulation modes - Reflections over the screen borders - Nice bulged screen finish - Auto scales to any resolution, preserving 4:3 ratio - 3 shaders available: normal mode, fast mode and doubled outputs mode Glcore and d3d11 drivers supported at the moment.
153 lines
3.7 KiB
Text
153 lines
3.7 KiB
Text
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-maximus-royale: A fully customizable extension for crt-royale shader,
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// inside a TV / MONITOR BOX with backlight and some other cool stuff.
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// Copyright (C) 2022 DigiDwrf
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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float CVBS_SVIDEO_RGB;
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float h2x;
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} params;
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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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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma parameter h2x "Horizontal Scale" 2.0 0.0 2.0 1.0
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#pragma parameter CVBS_SVIDEO_RGB "CVBS - SVIDEO - RGB" 0.0 0.0 2.0 1.0
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#include "ntsc_rgbyuv.inc"
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#define TAPS 24
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const float luma_filter[TAPS + 1] = float[TAPS + 1](
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-0.000012020,
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-0.000022146,
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-0.000013155,
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-0.000012020,
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-0.000049979,
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-0.000113940,
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-0.000122150,
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-0.000005612,
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0.000170516,
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0.000237199,
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0.000169640,
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0.000285688,
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0.000984574,
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0.002018683,
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0.002002275,
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-0.000909882,
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-0.007049081,
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-0.013222860,
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-0.012606931,
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0.002460860,
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0.035868225,
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0.084016453,
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0.135563500,
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0.175261268,
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0.190176552);
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const float chroma_filter[TAPS + 1] = float[TAPS + 1](
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-0.000118847,
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-0.000271306,
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-0.000502642,
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-0.000930833,
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-0.001451013,
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-0.002064744,
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-0.002700432,
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-0.003241276,
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-0.003524948,
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-0.003350284,
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-0.002491729,
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-0.000721149,
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0.002164659,
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0.006313635,
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0.011789103,
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0.018545660,
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0.026414396,
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0.035100710,
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0.044196567,
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0.053207202,
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0.061590275,
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0.068803602,
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0.074356193,
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0.077856564,
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0.079052396);
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#define fetch_offset(offset, one_x) \
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texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz
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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 float cutH;
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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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cutH = global.SourceSize.x / 2.0;
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if (params.CVBS_SVIDEO_RGB < 2)
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{
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if (params.h2x == 0.0) { cutH /= 4.0; }
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else if (params.h2x == 1.0) { cutH /= 2.0; }
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else if (global.OriginalSize.x > 500) { cutH /= 2.0; }
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vTexCoord -= vec2(0.5 / cutH, 0.0); // Compensate for decimate-by-2.
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}
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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 float cutH;
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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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vec3 rgb;
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if (params.CVBS_SVIDEO_RGB < 2)
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{
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float one_x = 1.0 / cutH;
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vec3 signal = vec3(0.0);
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for (int i = 0; i < TAPS; i++)
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{
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float offset = float(i);
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vec3 sums = fetch_offset(offset - float(TAPS), one_x) + fetch_offset(float(TAPS) - offset, one_x);
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signal += sums * vec3(luma_filter[i], chroma_filter[i], chroma_filter[i]);
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}
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signal += texture(Source, vTexCoord).xyz * vec3(luma_filter[TAPS], chroma_filter[TAPS], chroma_filter[TAPS]);
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rgb = yiq2rgb(signal);
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}
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else
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{
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rgb = texture(Source, vTexCoord).xyz;
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}
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FragColor = vec4(rgb, 1.0);
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}
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