mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
5674b8802e
better default settings, correct mask parameters
168 lines
5 KiB
Plaintext
168 lines
5 KiB
Plaintext
#version 450
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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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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 CURV;
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float SCAN;
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float MASK;
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float LUM;
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float INTERL;
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float SAT, LANC;
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} params;
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// Parameter lines go here:
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#pragma parameter CURV "CRT-Geom Curvature" 1.0 0.0 1.0 1.0
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#pragma parameter SCAN "CRT-Geom Scanline Weight" 0.25 0.2 0.6 0.05
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#pragma parameter MASK "CRT-Geom Dotmask Strength" 0.15 0.0 0.5 0.05
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#pragma parameter LUM "CRT-Geom Luminance" 0.05 0.0 0.5 0.01
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#pragma parameter INTERL "CRT-Geom Interlacing Simulation" 1.0 0.0 1.0 1.0
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#pragma parameter SAT "CRT-Geom Saturation" 1.1 0.0 2.0 0.01
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#pragma parameter LANC "Filter profile: Accurate/Fast" 0.0 0.0 1.0 1.0
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#define PI 3.1415926535897932384626433
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#define SourceSize params.SourceSize
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#define OriginalSize params.OriginalSize
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#define OutputSize params.OutputSize
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#define FrameCount params.FrameCount
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#define CURV params.CURV
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#define SCAN params.SCAN
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#define MASK params.MASK
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#define LUM params.LUM
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#define INTERL params.INTERL
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#define SAT params.SAT
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#define LANC params.LANC
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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 vec2 scale;
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layout(location = 2) out vec2 warpp;
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layout(location = 3) out vec2 warp;
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layout(location = 4) out float fragpos;
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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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scale = SourceSize.xy/OriginalSize.xy;
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warpp = vTexCoord.xy*scale;
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fragpos = warpp.x*OutputSize.x*PI;
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warp = warpp*2.0-1.0;
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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(location = 1) in vec2 scale;
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layout(location = 2) in vec2 warpp;
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layout(location = 3) in vec2 warp;
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layout(location = 4) in float fragpos;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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float scan(float pos, vec3 color)
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{
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float wid = SCAN + 0.1 * max(max(color.r,color.g),color.b);
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float weight = pos / wid;
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return LUM + (0.1 + SCAN) * exp(-weight * weight ) / wid;
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}
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vec2 Warp(vec2 pos)
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{
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pos = warp;
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pos *= vec2(1.0+pos.y*pos.y*0.031, 1.0+pos.x*pos.x*0.05);
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pos = pos*0.5+0.5;
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return pos;
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}
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void main()
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{
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vec2 pos;
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if (CURV == 1.0) pos = Warp(warpp);
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else pos = vTexCoord;
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vec2 corn = min(pos,1.0-pos); // This is used to mask the rounded
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corn.x = 0.0001/corn.x; // corners later on
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if (CURV == 1.0) pos /= scale;
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// Lanczos 2
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// Source position in fractions of a texel
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vec2 src_pos = pos*SourceSize.xy;
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// Source bottom left texel centre
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vec2 src_centre = floor(src_pos - 0.5) + 0.5;
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// f is position. f.x runs left to right, y bottom to top, z right to left, w top to bottom
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vec4 f;
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f.xy = src_pos - src_centre;
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f.zw = 1.0 - f.xy;
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// Calculate weights in x and y in parallel.
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// These polynomials are piecewise approximation of Lanczos kernel
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// Calculator here: https://gist.github.com/going-digital/752271db735a07da7617079482394543
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vec4 l2_w0_o3, l2_w1_o3;
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if (LANC == 0.0)
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{l2_w0_o3 = (((1.5672) * f - 2.6445) * f + 0.0837) * f + 0.9976;
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l2_w1_o3 = (((-0.7389) * f + 1.3652) * f - 0.6295) * f - 0.0004;}
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else {l2_w0_o3 = (-1.1828) * f + 1.1298;
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l2_w1_o3 = (0.0858) * f - 0.0792;}
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vec4 w1_2 = l2_w0_o3;
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vec2 w12 = w1_2.xy + w1_2.zw;
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vec4 wedge = l2_w1_o3 * vec4 (w12.yx, w12.yx);
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// Calculate texture read positions. tc12 uses bilinear interpolation to do 4 reads in 1.
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vec2 tc12 = SourceSize.zw * (src_centre + w1_2.zw / w12);
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vec2 tc0 = SourceSize.zw * (src_centre - 1.0);
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vec2 tc3 = SourceSize.zw * (src_centre + 2.0);
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// Sharpening adjustment
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float sum = wedge.x + wedge.y + wedge.z + wedge.w + w12.x * w12.y;
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wedge /= sum;
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vec3 res = vec3(
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texture(Source, vec2(tc12.x, tc0.y)).rgb * wedge.y +
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texture(Source, vec2(tc0.x, tc12.y)).rgb * wedge.x +
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texture(Source, tc12.xy).rgb * (w12.x * w12.y) +
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texture(Source, vec2(tc3.x, tc12.y)).rgb * wedge.z +
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texture(Source, vec2(tc12.x, tc3.y)).rgb * wedge.w
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);
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float fp = fract(src_pos.y-0.5);
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if (OriginalSize.y > 400.0) fp = fract(src_pos.y/2.0-0.5);
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if (INTERL == 1.0 && OriginalSize.y > 400.0)
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{
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fp = mod(float(FrameCount),2.0) <1.0 ? 0.5+fp:fp;
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}
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float scn = scan(fp,res) + scan(1.0-fp,res);
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float msk = MASK*sin(fragpos)+1.0-MASK;
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res *= sqrt(scn*msk);
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float l = dot(vec3(0.29, 0.6, 0.11), res);
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res = mix(vec3(l), res, SAT);
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if (corn.y <= corn.x && CURV == 1.0 || corn.x < 0.0001 && CURV == 1.0 ) res = vec3(0.0);
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FragColor = vec4(res,1.0);
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}
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