mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
b6c9f4c22c
1:1 with GLSL
168 lines
4.6 KiB
Plaintext
168 lines
4.6 KiB
Plaintext
#version 450
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// Simple scanlines with curvature and mask effects lifted from crt-geom
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// original by hunterk, edited by DariusG
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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 SCANLINE_SINE_COMP_B;
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float warpX;
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float warpY;
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float corner_round;
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float cgwg;
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float boost,monitor_gamma,crt_gamma;
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float SIZE,GLOW_LINE;
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} params;
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// Parameter lines go here:
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.3 0.0 1.0 0.05
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#pragma parameter SIZE "Scanline size" 1.0 0.5 2.0 0.5
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#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01
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#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01
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#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005
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#pragma parameter cgwg "CGWG mask brightness" 0.7 0.0 1.0 0.1
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#pragma parameter crt_gamma "CRT Gamma" 2.4 1.0 4.0 0.05
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#pragma parameter monitor_gamma "Monitor Gamma" 2.25 1.0 4.0 0.05
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#pragma parameter boost "Bright boost " 0.20 0.00 1.00 0.02
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#pragma parameter GLOW_LINE "Glowing line" 0.006 0.00 0.20 0.001
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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#define SIZE params.SIZE
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#define warpX params.warpX
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#define warpY params.warpY
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#define corner_round params.corner_round
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#define cgwg params.cgwg
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#define crt_gamma params.crt_gamma
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#define monitor_gamma params.monitor_gamma
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#define boost params.boost
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#define GLOW_LINE params.GLOW_LINE
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#define OutputSize params.OutputSize
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#define SourceSize params.SourceSize
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#define OriginalSize params.OriginalSize
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#define FrameCount params.FrameCount
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#define pi 3.141592
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#define in_gamma vec4(crt_gamma, crt_gamma, crt_gamma, 1.0)
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#define out_gamma vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0)
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#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy)
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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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#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 * 1.0001;
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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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#define iTimer (float(FrameCount)*60.0)
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vec4 scanline(vec2 coord, vec4 frame, float l)
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{
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float SCANLINE_SINE_COMP = mix(SCANLINE_SINE_COMP_B*1.5,SCANLINE_SINE_COMP_B,l);
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vec3 res = frame.xyz;
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vec3 scanline = res * (SCANLINE_SINE_COMP*sin(fract(coord.y*SIZE*SourceSize.y)*pi)+1.0- SCANLINE_SINE_COMP);
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return vec4(scanline, 1.0);
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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float corner(vec2 coord)
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{
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coord *= scale.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x);
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vec2 cdist = vec2(corner_round);
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*300.0,0.0, 1.0);
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}
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// mask calculation
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// cgwg mask.
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vec4 Mask(vec2 pos)
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{
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vec3 mask = vec3(1.0);
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float m = fract(pos.x*0.5);
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if (m<0.5) return vec4(cgwg,cgwg,cgwg,1.0);
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else return vec4(mask,1.0);
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}
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float randomPass(vec2 coords)
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{
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return fract(smoothstep(-120.0, 0.0, coords.y - (SourceSize.y + 120.0) * fract(iTimer * 0.00015)));
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}
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy*(scale.xy))*scale.zw;
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vec2 OGL2Pos = pos * SourceSize.xy;
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vec2 pC4 = floor(OGL2Pos) + 0.5;
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vec2 coord = pC4 / SourceSize.xy;
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vec2 tc = vec2(pos.x, coord.y);
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vec4 res = texture(Source, tc);
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float l = max(max(res.r,res.g),res.b);
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res = scanline(pos,res,l);
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res = scanline(1.0-pos,res,l);
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res = scanline(1.0+pos,res,l);
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res = pow(res,in_gamma);
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// apply the mask; looks bad with vert scanlines so make them mutually exclusive
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res *= Mask(vTexCoord *OutputSize.xy * 1.0001);
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#if defined GL_ES
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// hacky clamp fix for GLES
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vec2 bordertest = (tc);
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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res = res;
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else
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res = vec4(0.,0.,0.,0.);
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#endif
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vec4 color = res;
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// re-apply the gamma curve for the mask path
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color = pow(color, out_gamma);
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color += boost*color;
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color += randomPass(tc * SourceSize.xy) * GLOW_LINE;
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FragColor = color*corner(tc);
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}
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