slang-shaders/crt/shaders/crt-gdv-mini.slang
metallic77 5e55a8aadb
Update crt-gdv-mini.slang (#434)
* Update crt-gdv-mini.slang

1:1 (almost) with glsl
2023-05-23 08:19:27 -05:00

394 lines
10 KiB
Plaintext

#version 450
/*
CRT - Guest - Nomask w. Curvature
With work by DariusG to create a cut down extra fast version
Copyright (C) 2017-2018 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 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
float brightboost;
float sat;
float scanline;
float beam_min;
float beam_max;
float h_sharp;
float shadowMask;
float masksize;
float mcut;
float maskDark;
float maskLight;
float CGWG;
float csize;
float warpX;
float warpY;
float gamma_out;
float vignette;
} params;
// Parameter lines go here:
#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
#pragma parameter gamma_out "Gamma out" 0.5 0.2 0.6 0.01
#define gamma_out params.gamma_out
#pragma parameter brightboost "Bright boost" 1.0 0.5 2.0 0.05
#define brightboost params.brightboost
#pragma parameter sat "Saturation adjustment" 1.0 0.0 2.0 0.05
#define sat params.sat
#pragma parameter scanline "Scanline Adjust" 8.0 1.0 12.0 1.0
#define scanline params.scanline
#pragma parameter beam_min "Scanline Dark" 1.35 0.5 3.0 0.05
#define beam_min params.beam_min
#pragma parameter beam_max "Scanline Bright" 1.05 0.5 3.0 0.05
#define beam_max params.beam_max
#pragma parameter h_sharp "Horizontal Sharpness" 2.0 1.0 5.0 0.05
#define h_sharp params.h_sharp
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 10.0 1.0
#define shadowMask params.shadowMask
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
#define masksize params.masksize
#pragma parameter mcut "Mask 5-7-10 cutoff" 0.2 0.0 0.5 0.05
#define mcut params.mcut
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#define maskDark params.maskDark
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#define maskLight params.maskLight
#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
#define CGWG params.CGWG
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX
#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY
#pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
#define vignette params.vignette
#define lumweight vec3(0.22,0.7,0.08)
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
vec4 OutputSize;
} 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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float maskFade;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
float sw (float y, float l)
{
float scan = mix(scanline-2.0, scanline, y);
float tmp = mix(beam_min, beam_max, l);
float ex = y*tmp;
return exp2(-scan*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, vec3 c)
{
pos = floor(pos / masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
float mc = 1.0 - CGWG;
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
}
// Very compressed TV style shadow mask.
else if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.b = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.r = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.b = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.r = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.b = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.r = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.b = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.r = maskLight;
}
// Alternate mask 5
else if (shadowMask == 5.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = adj;
mask.b = adj;
}
else mask.g = adj;
}
// Alternate mask 6
else if (shadowMask == 6.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = adj;
else if (pos.x < 0.666) mask.g = adj;
else mask.b = adj;
}
// Alternate mask 7
else if (shadowMask == 7.0)
{
float mc = 1.0 - CGWG;
float mx = max(max(c.r,c.g),c.b);
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
}
else if (shadowMask == 8.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/4.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
else mask.g = maskLight;
mask*=line;
}
else if (shadowMask == 9.0)
{
vec3 Mask = vec3(maskDark);
float bright = maskLight;
float left = 0.0;
if (fract(pos.x/6.0) < 0.5)
left = 1.0;
float m = fract(pos.x/3.0);
if (m < 0.3333) Mask.b = 0.9;
else if (m < 0.6666) Mask.g = 0.9;
else Mask.r = 0.9;
if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
return Mask;
}
else if (shadowMask == 10.0)
{
vec3 Mask = vec3(maskDark);
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = 1.0;
float m = fract(pos.x/3.0);
float y = fract(pos.y/2.0);
if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
else if (m > 0.6666) Mask.g = 1.0;
else Mask = vec3(mcut);
if (m>0.333) Mask*=line;
return Mask;
}
return mask;
}
mat3 vign( float l )
{
vec2 vpos = vTexCoord;
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * 45.0;
vig = min(pow(vig, 0.15), 1.0);
if (vignette == 0.0) vig=1.0;
return mat3(vig, 0, 0,
0, vig, 0,
0, 0, vig);
}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
vec3 saturation (vec3 textureColor)
{
float lum=length(textureColor.rgb)*0.5775;
vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
float luminance = dot(textureColor.rgb, luminanceWeighting);
vec3 greyScaleColor = vec3(luminance);
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, sat));
return res;
}
void main()
{
vec2 pos = Warp(vTexCoord);
// HSM Added
vec4 SourceSize = params.SourceSize;
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
vec3 ul = texture(Source, pC4 ).xyz;
vec3 ur = texture(Source, pC4 + dx).xyz;
vec3 dl = texture(Source, pC4 + dy).xyz;
vec3 dr = texture(Source, pC4 + ps).xyz;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
color1 *=color1; color2 *=color2;
// calculating scanlines
float f = fp.y; if (params.OriginalSize.y > 400.0) f=1.0;
float luma1 = dot(color1,lumweight);
float luma2 = dot(color2,lumweight);
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
color = color * Mask(vTexCoord * global.OutputSize.xy, color);
float lum = dot(color,lumweight);
color = pow(color, vec3(gamma_out));
color*= mix(1.0,brightboost,lum);
color = saturation(color);
color*= vign(lum);
FragColor = vec4(color, 1.0);
}