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https://github.com/italicsjenga/slang-shaders.git
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2b0ae3e422
* Update crt-consumer.slang Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630. * Update crt-gdv-mini-ultra.slang Removed NTSC, some corrections too. * Update zfast_crt_composite.slang * Update fake-crt-geom.slang
100 lines
3.1 KiB
Plaintext
100 lines
3.1 KiB
Plaintext
#version 450
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/*
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zfast_crt - A very simple CRT shader.
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Copyright (C) 2017 Greg Hogan (SoltanGris42)
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edited by metallic 77.
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ported to slang by gregoricavichioli & hunterk.
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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 (at your option)
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any later version.
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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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float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat;
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} params;
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#pragma parameter blurx "Convergence X-Axis" 0.45 -1.0 2.0 0.05
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#pragma parameter blury "Convergence Y-Axis" -0.25 -1.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.3 0.0 1.0 0.05
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#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.2 0.0 1.0 0.05
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#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
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#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
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#pragma parameter sat "Saturation" 1.1 0.0 3.0 0.05
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#define pi 3.14159
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#define blurx params.blurx
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#define blury params.blury
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#define HIGHSCANAMOUNT1 params.HIGHSCANAMOUNT1
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#define HIGHSCANAMOUNT2 params.HIGHSCANAMOUNT2
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#define BRIGHTBOOST params.BRIGHTBOOST
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#define MASK_DARK params.MASK_DARK
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#define MASK_FADE params.MASK_FADE
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#define sat params.sat
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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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layout(location = 1) out float maskFade;
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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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maskFade = 0.3333*MASK_FADE;
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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 maskFade;
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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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vec2 pos = vTexCoord.xy;
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vec3 sample1 = texture(Source,vec2(pos.x + blurx/1000.0, pos.y - blury/1000.0)).rgb;
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vec3 sample2 = texture(Source,pos).rgb;
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vec3 sample3 = texture(Source,vec2(pos.x - blurx/1000.0, pos.y + blury/1000.0)).rgb;
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vec3 colour = vec3 (sample1.r*0.5+sample2.r*0.5, sample1.g*0.25 + sample2.g*0.5 + sample3.g*0.25, sample2.b*0.5 + sample3.b*0.5);
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float lum = colour.r*0.4 + colour.g*0.4 + colour.b*0.2;
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vec3 lumweight=vec3(0.3,0.6,0.1);
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float gray = dot(colour,lumweight);
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vec3 graycolour = vec3(gray);
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//Gamma-like
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colour*=mix(0.4,1.0,lum);
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float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,lum);
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float scanLine = SCANAMOUNT * sin(2.0*pi*pos.y*params.SourceSize.y);
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float whichmask = fract((pos.x*params.OutputSize.x)*0.4999);
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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//Gamma-like
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colour*=mix(1.5,1.0,lum);
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colour = vec3(mix(graycolour,colour,sat));
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colour.rgb *= mix(mask*(1.0-scanLine), 1.0-scanLine, dot(colour,vec3(maskFade)));
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FragColor.rgb = colour.rgb;
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}
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