slang-shaders/crt/shaders/guest/crt-gdv-new/deconvergence.slang
hunterk 35c2d7064e
add crt-hyllian and crt-guest updates (#166)
* add TATE mode to mame_hlsl

* add crt-guest-dr-venom2 shaders and presets

* get rid of weird character in filename

* add updated crt-hyllian shaders and presets

* update guest's deconvergence to latest

* more gdv updates

* forgot one
2021-01-16 09:31:32 -06:00

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#version 450
/*
CRT - Guest - Dr. Venom - Deconvergence pass
Copyright (C) 2021 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
uint FrameCount;
float deconr;
float decons;
float cswitch;
} params;
#pragma parameter bogus_hdeconvergence "[ HORIZONTAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
#pragma parameter deconr " Hor. Deconvergence Color/Range" 0.0 -12.0 12.0 0.5
#define deconr params.deconr // Horizontal deconvergence colors range
#pragma parameter decons " Horizontal Deconvergence Strength" 0.5 0.0 1.0 0.05
#define decons params.decons // Horizontal deconvergence colors strength
#pragma parameter cswitch " Switch Deconvergence Colors" 1.0 -1.0 1.0 2.0
#define cswitch params.cswitch // Switch colors left/right
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 result = color;
if (abs(deconr) > 0.5)
{
float step = cswitch/1920.0;
vec2 dx = vec2(step, 0.0);
float shift = step * abs(deconr);
vec4 coords = vec4(shift, -shift, 0.0, -0.5*shift);
vec2 rc = coords.rb;
vec2 gc = coords.gb;
vec2 bc = coords.rb;
if (deconr < -0.05) { rc = coords.rb; gc = coords.ab; bc = coords.gb; }
float TATE = round(COMPAT_TEXTURE(Source, vec2(0.5)).a);
if (TATE > 0.5)
{
rc = -rc.yx; gc = -gc.yx, bc = -bc.yx; dx = -dx.yx;
}
float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc).r;
float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc).g;
float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc).b;
float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r;
float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g;
float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b;
float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r;
float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g;
float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b;
vec3 result1 = vec3(r1,g1,b1);
vec3 result2 = vec3(r2,g2,b2);
vec3 result3 = vec3(r3,g3,b3);
result1 = mix(color, result1, decons);
result2 = mix(color, result2, decons);
result3 = mix(color, result3, decons);
result = (result1+result2+result3)/3.0;
result = plant(result, 0.5*(max(max(color.r,color.g),color.b)+max(max(result.r,result.g),result.b)));
}
FragColor = vec4(result, 1.0);
}