mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
6f9cb5800f
Thought it's matured enough to deserve it's own release. - Delete old preset in preset folder; - Add crt-super-xbr new edition.
255 lines
8.3 KiB
Plaintext
255 lines
8.3 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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float BEAM_MIN_WIDTH;
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float BEAM_MAX_WIDTH;
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float SCANLINES_STRENGTH;
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float COLOR_BOOST;
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float SHARPNESS_HACK;
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float PHOSPHOR_LAYOUT;
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float MASK_INTENSITY;
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float InputGamma;
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float OutputGamma;
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float VSCANLINES;
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float CRT_ANTI_RINGING;
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float CRT_CURVATURE;
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float CRT_warpX;
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float CRT_warpY;
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float CRT_cornersize;
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float CRT_cornersmooth;
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} param;
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#pragma parameter CRT_HYLLIAN_SINC "[CRT-HYLLIAN-SINC PARAMS]" 0.0 0.0 0.0 0.0
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#pragma parameter BEAM_MIN_WIDTH " MIN BEAM WIDTH" 0.92 0.0 1.0 0.01
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#pragma parameter BEAM_MAX_WIDTH " MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
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#pragma parameter SCANLINES_STRENGTH " SCANLINES STRENGTH" 0.72 0.0 1.0 0.01
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#pragma parameter COLOR_BOOST " COLOR BOOST" 1.25 1.0 2.0 0.05
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#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0
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#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0
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#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1
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#pragma parameter VSCANLINES " SCANLINES DIRECTION" 0.0 0.0 1.0 1.0
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#pragma parameter CRT_CURVATURE "CRT-Curvature" 1.0 0.0 1.0 1.0
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#pragma parameter CRT_warpX "CRT-Curvature X-Axis" 0.015 0.0 0.125 0.005
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#pragma parameter CRT_warpY "CRT-Curvature Y-Axis" 0.015 0.0 0.125 0.005
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vec2 CRT_Distortion = vec2(param.CRT_warpX, param.CRT_warpY) * 15.;
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#pragma parameter CRT_cornersize "CRT-Corner Size" 0.01 0.001 1.0 0.005
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#define cornersize param.CRT_cornersize
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#pragma parameter CRT_cornersmooth "CRT-Corner Smoothness" 380.0 80.0 2080.0 100.0
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#define cornersmooth param.CRT_cornersmooth
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#pragma parameter CRT_ANTI_RINGING "CRT Anti-Ringing [ OFF | ON ]" 0.0 0.0 1.0 1.0
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#define CRT_ANTI_RINGING param.CRT_ANTI_RINGING
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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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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;
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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 FragCoord;
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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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/*
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Hyllian's CRT Shader - Sinc/Spline16 version
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Copyright (C) 2011-2022 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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#include "../../../include/subpixel_masks.h"
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#define scanlines_strength (2.0*param.SCANLINES_STRENGTH)
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#define beam_min_width param.BEAM_MIN_WIDTH
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#define beam_max_width param.BEAM_MAX_WIDTH
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#define color_boost param.COLOR_BOOST
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#define pi 3.1415926535897932384626433832795
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#define wa (0.5*pi)
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#define wb (pi)
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const vec2 corner_aspect = vec2(1.0, 0.75);
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float corner(vec2 coord)
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{
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coord = (coord - vec2(0.5)) + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0) - coord) * corner_aspect;
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vec2 cdist = vec2(cornersize);
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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)*cornersmooth, 0.0, 1.0);
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}
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vec2 Warp(vec2 texCoord){
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vec2 curvedCoords = texCoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+CRT_Distortion*0.2))));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+CRT_Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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float weight(float x)
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{
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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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(( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1)
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);
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}
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else
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{
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return 0.0;
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}
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}
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vec4 weight4(float x)
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{
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return vec4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0)
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);
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}
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vec3 resampler3(vec3 x)
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{
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vec3 res;
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res.x = (x.x<=0.001) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y<=0.001) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z<=0.001) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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return res;
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}
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void main()
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{
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vec2 TextureSize = mix(vec2(global.SourceSize.x * param.SHARPNESS_HACK, global.SourceSize.y), vec2(global.SourceSize.x, global.SourceSize.y * param.SHARPNESS_HACK), param.VSCANLINES);
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vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES);
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vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES);
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vec2 pp = vTexCoord.xy;
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pp = (param.CRT_CURVATURE > 0.5) ? Warp(pp) : pp;
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vec2 pix_coord = pp.xy*TextureSize + vec2(-0.5, 0.5);
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vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.5, -0.5))/TextureSize, param.VSCANLINES);
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vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES);
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vec3 c00 = texture(Source, tc - dx - dy).xyz;
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vec3 c01 = texture(Source, tc - dy).xyz;
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vec3 c02 = texture(Source, tc + dx - dy).xyz;
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vec3 c03 = texture(Source, tc + 2.0*dx - dy).xyz;
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vec3 c10 = texture(Source, tc - dx ).xyz;
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vec3 c11 = texture(Source, tc ).xyz;
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vec3 c12 = texture(Source, tc + dx ).xyz;
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vec3 c13 = texture(Source, tc + 2.0*dx ).xyz;
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mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
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mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
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// Get weights for spline16 horizontal filter
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vec4 weights = weight4(1.0 - fp.x);
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// Spline16 horizontal filter
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vec3 color0 = (color_matrix0 * weights)/dot(weights, vec4(1.0));
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vec3 color1 = (color_matrix1 * weights)/dot(weights, vec4(1.0));
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// Get min/max samples
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vec3 min_sample0 = min(c01,c02);
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vec3 max_sample0 = max(c01,c02);
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vec3 min_sample1 = min(c11,c12);
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vec3 max_sample1 = max(c11,c12);
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// Anti-ringing
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vec3 aux = color0;
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color0 = clamp(color0, min_sample0, max_sample0);
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color0 = mix(aux, color0, CRT_ANTI_RINGING * step(0.0, (c00-c01)*(c02-c03)));
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aux = color1;
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color1 = clamp(color1, min_sample1, max_sample1);
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color1 = mix(aux, color1, CRT_ANTI_RINGING * step(0.0, (c10-c11)*(c12-c13)));
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// Apply scanlines. Sinc filter vertically.
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float pos0 = fp.y;
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float pos1 = 1 - fp.y;
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vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
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vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
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vec3 d0 = clamp(scanlines_strength*pos0/(lum0*lum0+0.0000001), 0.0, 1.0);
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vec3 d1 = clamp(scanlines_strength*pos1/(lum1*lum1+0.0000001), 0.0, 1.0);
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d0 = resampler3(d0);
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d1 = resampler3(d1);
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// Apply color enhancement, scanlines orientation, mask and gamma.
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vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb);
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vec2 mask_coords = vTexCoord.xy * global.OutputSize.xy;
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mask_coords = mix(mask_coords.xy, mask_coords.yx, param.VSCANLINES);
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color.rgb*=mask_weights(mask_coords, param.MASK_INTENSITY, int(param.PHOSPHOR_LAYOUT));
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FragColor = vec4(color, 1.0);
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FragColor *= (param.CRT_CURVATURE > 0.5) ? corner(pp) : 1.0;
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}
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