mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
6a31c2dec5
Fixed a bug (introduced when porting to slang) related to crt-hyllian and the PHOSPHOR feature.
141 lines
4.4 KiB
Plaintext
141 lines
4.4 KiB
Plaintext
#version 450
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/*
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cgwg's CRT shader
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Copyright (C) 2010-2011 cgwg, Themaister
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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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(cgwg gave their consent to have their code distributed under the GPL in
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this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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*/
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layout(push_constant) uniform Push
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{
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float CRTCGWG_GAMMA;
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} param;
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#pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01
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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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uint FrameCount;
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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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/* TODO/FIXME - Wrap all these in a struct-like type so we can address
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them in a struct-like way i.e. coords.c01 */
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layout(location = 1) out vec2 c01;
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layout(location = 2) out vec2 c11;
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layout(location = 3) out vec2 c21;
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layout(location = 4) out vec2 c31;
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layout(location = 5) out vec2 c02;
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layout(location = 6) out vec2 c12;
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layout(location = 7) out vec2 c22;
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layout(location = 8) out vec2 c32;
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layout(location = 9) out float mod_factor;
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layout(location = 10) out vec2 ratio_scale;
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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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vec2 delta = global.SourceSize.zw;
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float dx = delta.x;
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float dy = delta.y;
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c01 = vTexCoord + vec2(-dx, 0.0);
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c11 = vTexCoord + vec2(0.0, 0.0);
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c21 = vTexCoord + vec2(dx, 0.0);
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c31 = vTexCoord + vec2(2.0 * dx, 0.0);
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c02 = vTexCoord + vec2(-dx, dy);
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c12 = vTexCoord + vec2(0.0, dy);
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c22 = vTexCoord + vec2(dx, dy);
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c32 = vTexCoord + vec2(2.0 * dx, dy);
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mod_factor = vTexCoord.x * global.OutputSize.x;
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ratio_scale = vTexCoord * global.SourceSize.xy;
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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 c01;
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layout(location = 2) in vec2 c11;
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layout(location = 3) in vec2 c21;
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layout(location = 4) in vec2 c31;
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layout(location = 5) in vec2 c02;
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layout(location = 6) in vec2 c12;
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layout(location = 7) in vec2 c22;
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layout(location = 8) in vec2 c32;
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layout(location = 9) in float mod_factor;
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layout(location = 10) in vec2 ratio_scale;
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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 TEX2D(c) texture(Source ,(c))
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#define PI 3.141592653589
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void main()
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{
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vec2 uv_ratio = fract(ratio_scale);
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vec3 col, col2;
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mat4x3 texes0 = mat4x3(TEX2D(c01).xyz, TEX2D(c11).xyz, TEX2D(c21).xyz, TEX2D(c31).xyz);
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mat4x3 texes1 = mat4x3(TEX2D(c02).xyz, TEX2D(c12).xyz, TEX2D(c22).xyz, TEX2D(c32).xyz);
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vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005;
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coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs);
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coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0));
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vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33);
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vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33);
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col = clamp(texes0 * coeffs, 0.0, 1.0);
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col2 = clamp(texes1 * coeffs, 0.0, 1.0);
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vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
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vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
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col = pow(col, vec3(param.CRTCGWG_GAMMA));
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col2 = pow(col2, vec3(param.CRTCGWG_GAMMA));
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vec3 sqrt1 = inversesqrt(0.5 * wid);
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vec3 sqrt2 = inversesqrt(0.5 * wid2);
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vec3 pow_mul1 = weights * sqrt1;
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vec3 pow_mul2 = weights2 * sqrt2;
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vec3 div1 = 0.1320 * wid + 0.392;
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vec3 div2 = 0.1320 * wid2 + 0.392;
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vec3 pow1 = -pow(pow_mul1, wid);
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vec3 pow2 = -pow(pow_mul2, wid2);
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weights = exp(pow1) / div1;
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weights2 = exp(pow2) / div2;
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vec3 multi = col * weights + col2 * weights2;
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vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)));
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FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0);
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}
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