mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
294 lines
8.6 KiB
Plaintext
294 lines
8.6 KiB
Plaintext
#version 450
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// license:BSD-3-Clause
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// copyright-holders:ImJezze
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//-----------------------------------------------------------------------------
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// Distortion Effect
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//-----------------------------------------------------------------------------
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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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vec4 FinalViewportSize;
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} params;
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#include "mame_parameters.inc"
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define mul(a,b) (b*a)
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const int ScreenCount = 1;
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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const float Epsilon = 1.0e-7f;
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const float PI = 3.1415927f;
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const float E = 2.7182817f;
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const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(vec2 seed)
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{
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// irrationals for pseudo randomness
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vec2 i = vec2(Gelfond, GelfondSchneider);
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return fract(cos(dot(seed, i)) * 123456.0f);
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}
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// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
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float normalizedSigmoid(float n, float k)
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{
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// valid for n and k in range of -1.0 and 1.0
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return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
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}
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// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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float roundBox(vec2 p, vec2 b, float r)
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{
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return length(max(abs(p) - b + r, 0.0f)) - r;
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}
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define DiffuseSampler Source
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float DistortionAmount = global.distortion_amount; // k - quartic distortion coefficient
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float CubicDistortionAmount = global.cubic_distortion_amount; // kcube - cubic distortion modifier
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float DistortCornerAmount = global.distort_corner_amount;
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float RoundCornerAmount = global.round_corner_amount;
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float SmoothBorderAmount = global.smooth_border_amount;
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float VignettingAmount = global.vignette_amount;
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float ReflectionAmount = global.reflection_amount;
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vec3 LightReflectionColor = vec3(global.reflection_col_r, global.reflection_col_g, global.reflection_col_b); // color temperature 5.000 Kelvin
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vec2 QuadDims = params.OutputSize.xy;
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vec2 TargetDims = params.FinalViewportSize.xy;
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float TargetScale = 1.0;
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float GetNoiseFactor(vec3 n, float random)
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{
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// smaller n become more noisy
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return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n.x));
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}
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float GetVignetteFactor(vec2 coord, float amount)
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{
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vec2 VignetteCoord = coord;
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float VignetteLength = length(VignetteCoord);
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float VignetteBlur = (amount * 0.75f) + 0.25;
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// 0.5 full screen fitting circle
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float VignetteRadius = 1.0f - (amount * 0.25f);
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float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
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return saturate(Vignette);
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}
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float GetSpotAddend(vec2 coord, float amount)
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{
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vec2 SpotCoord = coord;
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// upper right quadrant
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vec2 spotOffset = vec2(-0.25f, 0.25f);
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// normalized screen canvas ratio
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vec2 CanvasRatio = SwapXY
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? vec2(1.0f, QuadDims.x / QuadDims.y)
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: vec2(1.0f, QuadDims.y / QuadDims.x);
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SpotCoord += spotOffset;
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SpotCoord *= CanvasRatio;
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float SpotBlur = amount;
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// 0.5 full screen fitting circle
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float SpotRadius = amount * 0.75f;
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float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
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float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
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// increase strength by 100%
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SigmoidSpot = SigmoidSpot * 2.0f;
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return saturate(SigmoidSpot);
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}
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float GetBoundsFactor(vec2 coord, vec2 bounds, float radiusAmount, float smoothAmount)
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{
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// reduce smooth amount down to radius amount
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smoothAmount = min(smoothAmount, radiusAmount);
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float range = min(bounds.x, bounds.y);
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float amountMinimum = 1.0f / range;
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float radius = range * max(radiusAmount, amountMinimum);
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float smooth_ = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
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// compute box
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float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
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// apply smooth
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box *= smooth_;
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box += 1.0f - pow(smooth_ * 0.5f, 0.5f);
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float border = smoothstep(1.0f, 0.0f, box);
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return saturate(border);
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}
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// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
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vec2 GetDistortedCoords(vec2 centerCoord, float amount, float amountCube)
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{
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// lens distortion coefficient
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float k = amount;
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// cubic distortion value
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float kcube = amountCube;
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// compute cubic distortion factor
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float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
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float f = kcube == 0.0f
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? 1.0f + r2 * k
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: 1.0f + r2 * (k + kcube * sqrt(r2));
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// fit screen bounds
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f /= 1.0f + amount * 0.25f + amountCube * 0.125f;
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// apply cubic distortion factor
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centerCoord *= f;
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return centerCoord;
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}
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vec2 GetTextureCoords(vec2 coord, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5f;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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// un-center coordinates
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coord += 0.5f;
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return coord;
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}
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vec2 GetQuadCoords(vec2 coord, vec2 scale, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5f;
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// apply scale
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coord *= scale;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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return coord;
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}
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void main()
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{
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if(!Distortion)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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else
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{
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// image distortion
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float distortionAmount = DistortionAmount;
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float cubicDistortionAmount = CubicDistortionAmount > 0.0f
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? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion
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: CubicDistortionAmount * 1.2f; // negativ values even more
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// corner distortion at least by the amount of the image distorition
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float distortCornerAmount = max(DistortCornerAmount, DistortionAmount + CubicDistortionAmount);
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float roundCornerAmount = RoundCornerAmount * 0.5f;
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float smoothBorderAmount = SmoothBorderAmount * 0.5f;
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vec2 TexelDims = 1.0f / TargetDims;
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// base-target dimensions (without oversampling)
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vec2 BaseTargetDims = TargetDims / TargetScale;
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BaseTargetDims = SwapXY
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? BaseTargetDims.yx
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: BaseTargetDims.xy;
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// base-target/quad difference scale
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vec2 BaseTargetQuadScale = (ScreenCount == 1)
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? BaseTargetDims / QuadDims // keeps the coords inside of the quad bounds of a single screen
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: vec2(1.0);
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// Screen Texture Curvature
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vec2 BaseCoord = GetTextureCoords(vTexCoord, distortionAmount, cubicDistortionAmount);
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// Screen Quad Curvature
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vec2 QuadCoord = GetQuadCoords(vTexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f);
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/*
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// clip border
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if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
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BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
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{
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// we don't use the clip function, because we don't clear the render target before
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return vec4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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*/
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// Color
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vec4 BaseColor = texture(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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// Vignetting Simulation
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vec2 VignetteCoord = QuadCoord;
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float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
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BaseColor.rgb *= VignetteFactor;
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// Light Reflection Simulation
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vec2 SpotCoord = QuadCoord;
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vec3 SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor;
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BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord));
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// Round Corners Simulation
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vec2 RoundCornerCoord = QuadCoord;
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vec2 RoundCornerBounds = (ScreenCount == 1)
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? QuadDims // align corners to quad bounds of a single screen
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: BaseTargetDims; // align corners to target bounds of multiple screens
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RoundCornerBounds = SwapXY
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? RoundCornerBounds.yx
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: RoundCornerBounds.xy;
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float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount);
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BaseColor.rgb *= roundCornerFactor;
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FragColor = BaseColor;
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}
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}
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