mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
118 lines
4.2 KiB
Plaintext
118 lines
4.2 KiB
Plaintext
#version 450
|
|
|
|
// GritsScanlines by torridgristle
|
|
// license: public domain (https://forums.libretro.com/t/lightweight-lut-based-scanline-glow-concept-prototype-glsl/18336/7)
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float ScanlinesOpacity;
|
|
float GammaCorrection;
|
|
} params;
|
|
|
|
#pragma parameter ScanlinesOpacity "Scanline Opacity" 0.9 0.0 1.0 0.05
|
|
#pragma parameter GammaCorrection "Gamma Correction" 1.2 0.5 2.0 0.1
|
|
|
|
#define ScanlinesOpacity params.ScanlinesOpacity
|
|
#define GammaCorrection params.GammaCorrection
|
|
|
|
//#define LuminanceDawnbringer
|
|
#define LuminanceLUT
|
|
//#define TrinitronColors
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} 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;
|
|
}
|
|
|
|
#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 luminance_LUT;
|
|
layout(set = 0, binding = 4) uniform sampler2D color_LUT;
|
|
layout(set = 0, binding = 5) uniform sampler2D scanlines_LUT;
|
|
|
|
#ifdef LuminanceLUT
|
|
|
|
#define LUT_SizeLum 16.0
|
|
|
|
// Code taken from RetroArch's LUT shader
|
|
float luminancelut(vec4 org)
|
|
{
|
|
vec4 imgColorLum = org;
|
|
float redLum = ( imgColorLum.r * (LUT_SizeLum - 1.0) + 0.4999 ) / (LUT_SizeLum * LUT_SizeLum);
|
|
float greenLum = ( imgColorLum.g * (LUT_SizeLum - 1.0) + 0.4999 ) / LUT_SizeLum;
|
|
float blue1Lum = (floor( imgColorLum.b * (LUT_SizeLum - 1.0) ) / LUT_SizeLum) + redLum;
|
|
float blue2Lum = (ceil( imgColorLum.b * (LUT_SizeLum - 1.0) ) / LUT_SizeLum) + redLum;
|
|
float mixerLum = clamp(max((imgColorLum.b - blue1Lum) / (blue2Lum - blue1Lum), 0.0), 0.0, 32.0);
|
|
float color1Lum = texture(luminance_LUT, vec2( blue1Lum, greenLum )).x;
|
|
float color2Lum = texture(luminance_LUT, vec2( blue2Lum, greenLum )).x;
|
|
return mix(color1Lum, color2Lum, mixerLum);
|
|
}
|
|
#endif
|
|
|
|
#ifdef TrinitronColors
|
|
|
|
#define LUT_SizeTrinitron 32.0
|
|
|
|
vec4 TrinitronD50(vec4 org)
|
|
{
|
|
vec4 imgColorTrinitron = org;
|
|
float redTrinitron = ( imgColorTrinitron.r * (LUT_SizeTrinitron - 1.0) + 0.4999 ) / (LUT_SizeTrinitron * LUT_SizeTrinitron);
|
|
float greenTrinitron = ( imgColorTrinitron.g * (LUT_SizeTrinitron - 1.0) + 0.4999 ) / LUT_SizeTrinitron;
|
|
float blue1Trinitron = (floor( imgColorTrinitron.b * (LUT_SizeTrinitron - 1.0) ) / LUT_SizeTrinitron) + redTrinitron;
|
|
float blue2Trinitron = (ceil( imgColorTrinitron.b * (LUT_SizeTrinitron - 1.0) ) / LUT_SizeTrinitron) + redTrinitron;
|
|
float mixerTrinitron = clamp(max((imgColorTrinitron.b - blue1Trinitron) / (blue2Trinitron - blue1Trinitron), 0.0), 0.0, 32.0);
|
|
vec4 color1Trinitron = texture(color_LUT, vec2( blue1Trinitron, greenTrinitron ));
|
|
vec4 color2Trinitron = texture(color_LUT, vec2( blue2Trinitron, greenTrinitron ));
|
|
vec4 fragColorTrinitron = mix(color1Trinitron, color2Trinitron, mixerTrinitron);
|
|
return vec4(pow(fragColorTrinitron.rgb,vec3(GammaCorrection,GammaCorrection,GammaCorrection)),1.0);
|
|
}
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
//Source Image
|
|
vec4 org = texture(Source, vTexCoord);
|
|
|
|
#ifdef LuminanceLUT
|
|
// Use a 3DLUT instead of an equation so that it can use any arbitrary mess you can come up with.
|
|
float luminance = luminancelut(org);
|
|
#elif defined LuminanceDawnbringer
|
|
// Dawnbringer's brightness equation from Dawnbringer's Toolbox scripts for Grafx2
|
|
float luminance = sqrt(org.r*org.r*0.0676 + org.g*org.g*0.3025 + org.b*org.b*0.0361) * 1.5690256395005606;
|
|
#else
|
|
// Plain, standard, fine; slightly faster
|
|
float luminance = ((0.299*org.r) + (0.587*org.g) + (0.114*org.b));
|
|
#endif
|
|
|
|
// Don't let it exceed 1.0
|
|
luminance = clamp(luminance, 0.0, 1.0);
|
|
|
|
// Scanline Mapping, based on the Phosphor LUT shader's method of tiling a texture over the screen
|
|
vec2 LUTeffectiveCoord = vec2(luminance,fract(vTexCoord.y*params.SourceSize.y));
|
|
|
|
// Scanline Layer
|
|
vec4 screen = texture(scanlines_LUT, LUTeffectiveCoord);
|
|
|
|
// Output multiplying the scanlines into the original image, with control over opacity
|
|
#ifdef TrinitronColors
|
|
org = TrinitronD50(org);
|
|
#endif
|
|
FragColor = ((screen*ScanlinesOpacity)+(1.0 - ScanlinesOpacity)) * (org);
|
|
} |