slang-shaders/test/nonfunctional/shaders/mame/mame_post.slang
2019-03-27 16:28:59 -05:00

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Shadowmask Effect
//-----------------------------------------------------------------------------
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "mame_parameters.inc"
#define TargetDims params.OutputSize.xy
#define SourceDims params.OriginalSize.xy
float TargetScale = 1.0;//max(TargetDims.x / SourceDims.x, TargetDims.y / SourceDims.y);
float HumBarAlpha = global.humbaralpha;
float TimeMilliseconds = float(mod(params.FrameCount, 1000));
vec3 BackColor = vec3(global.backcolor_r, global.backcolor_g, global.backcolor_b);
int ShadowTileMode = int(global.shadowtilemode); // 0 based on screen (quad) dimension, 1 based on source dimension
float ShadowAlpha = global.shadowalpha;
vec2 ShadowCount = vec2(global.shadowcount_x, global.shadowcount_y);
vec2 ShadowUV = vec2(global.shadowuv_x, global.shadowuv_y);
vec2 ShadowDims = vec2(global.mask_width, global.mask_height);
vec2 ShadowUVOffset = vec2(global.mask_offset_x, global.mask_offset_y);
int ChromaMode = int(global.chromamode);
vec3 ConversionGain = vec3(global.conversiongain_x, global.conversiongain_y, global.conversiongain_z);
vec3 Power = vec3(global.power_r, global.power_g, global.power_b);
vec3 Floor = vec3(global.floor_r, global.floor_g, global.floor_b);
bool PrepareBloom = bool(global.preparebloom);
#define MONOCHROME 1
#define DICHROME 2
#define TRICHROME 3
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
const float PI = 3.1415927;
const float HalfPI = PI * 0.5;
float HumBarDesync = 60.0 / 59.94 - 1.0; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
vec2 GetAdjustedCoords(vec2 coord)
{
// center coordinates
coord -= 0.5;
// apply screen scale
coord *= ScreenScale;
// un-center coordinates
coord += 0.5;
// apply screen offset
coord += ScreenOffset;
return coord;
}
vec2 GetShadowCoord(vec2 TargetCoord, vec2 SourceCoord)
{
// base-target dimensions (without oversampling)
vec2 BaseTargetDims = TargetDims / TargetScale;
BaseTargetDims = SwapXY
? BaseTargetDims.yx
: BaseTargetDims.xy;
vec2 canvasCoord = ShadowTileMode == 0
? TargetCoord + ShadowUVOffset / BaseTargetDims
: SourceCoord + ShadowUVOffset / SourceDims;
vec2 canvasTexelDims = ShadowTileMode == 0
? 1.0 / BaseTargetDims
: 1.0 / SourceDims;
vec2 shadowDims = ShadowDims;
vec2 shadowUV = ShadowUV;
vec2 shadowCount = ShadowCount;
// swap x/y in screen mode (not source mode)
canvasCoord = ShadowTileMode == 0 && SwapXY
? canvasCoord.yx
: canvasCoord.xy;
// swap x/y in screen mode (not source mode)
shadowCount = ShadowTileMode == 0 && SwapXY
? shadowCount.yx
: shadowCount.xy;
vec2 shadowTile = canvasTexelDims * shadowCount;
vec2 shadowFrac = fract(canvasCoord / shadowTile);
// swap x/y in screen mode (not source mode)
shadowFrac = ShadowTileMode == 0 && SwapXY
? shadowFrac.yx
: shadowFrac.xy;
vec2 shadowCoord = (shadowFrac * shadowUV);
shadowCoord += ShadowTileMode == 0
? vec2(0.5) * (vec2(1.0) / shadowDims) // fix half texel offset (DX9)
: vec2(0.0);
return shadowCoord;
}
#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 MaskTexture;
#define DiffuseSampler Source
#define ShadowSampler MaskTexture
//#define ScreenCoord vTexCoord
void main()
{
vec2 ScreenCoord = vTexCoord;
vec2 BaseCoord = GetAdjustedCoords(ScreenCoord);
// Color
vec4 BaseColor = texture(DiffuseSampler, BaseCoord);
BaseColor.a = 1.0;
/*
// clip border
if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 ||
BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
{
// we don't use the clip function, because we don't clear the render target before
return vec4(0.0, 0.0, 0.0, 1.0);
}
*/
// Color Compression (may not affect bloom)
if (!PrepareBloom)
{
// increasing the floor of the signal without affecting the ceiling
BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
}
// Color Power (may affect bloom)
BaseColor.r = pow(BaseColor.r, Power.r);
BaseColor.g = pow(BaseColor.g, Power.g);
BaseColor.b = pow(BaseColor.b, Power.b);
// Hum Bar Simulation (may not affect vector screen)
if (!PrepareBloom && !VectorScreen && HumBarAlpha > 0.0)
{
float HumBarStep = fract(TimeMilliseconds * HumBarDesync);
float HumBarBrightness = 1.0 - fract(BaseCoord.y + HumBarStep) * HumBarAlpha;
BaseColor.rgb *= HumBarBrightness;
}
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0)
{
vec2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
vec4 ShadowColor = texture(ShadowSampler, ShadowCoord);
vec3 ShadowMaskColor = mix(vec3(1.0), ShadowColor.rgb, ShadowAlpha);
float ShadowMaskClear = (1.0 - ShadowColor.a) * ShadowAlpha;
// apply shadow mask color
BaseColor.rgb *= ShadowMaskColor;
// clear shadow mask by background color
BaseColor.rgb = mix(BaseColor.rgb, BackColor, ShadowMaskClear);
}
// Preparation for phosphor color conversion
if (ChromaMode == MONOCHROME) {
BaseColor.r = dot(ConversionGain, BaseColor.rgb);
BaseColor.gb = vec2(BaseColor.r, BaseColor.r);
} else if (ChromaMode == DICHROME) {
BaseColor.r = dot(ConversionGain.rg, BaseColor.rg);
BaseColor.g = BaseColor.r;
}
FragColor = BaseColor;
}