mirror of
https://github.com/italicsjenga/slang-shaders.git
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fe459ce01c
fix small mistakes in crt-geom-potato
191 lines
5.7 KiB
Plaintext
191 lines
5.7 KiB
Plaintext
#version 450
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/*
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April 2023
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Fast CRT shader by DariusG.
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*/
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layout(push_constant) uniform Push
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{
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uint FrameCount;
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float SCANLINE1;
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float SCANLINE2;
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float INTERLACE;
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float SCALE;
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float MSK1;
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float MSK2;
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float MSK_SIZE;
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float FADE;
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float PRESERVE;
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float SAT;
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float SIZE;
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float BLUR;
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float NOISE;
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float SEGA;
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float INGAMMA;
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float OUTGAMMA,WPR,WPG,WPB,BOOST;
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} params;
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#pragma parameter SIZE " Soft Pixel Size" 0.5 0.125 4.0 0.125
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#pragma parameter BLUR " Pixel Softness" 0.6 0.0 1.0 0.05
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#pragma parameter SCANLINE1 "Scanline Strength Dark" 0.75 0.0 1.0 0.05
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#pragma parameter SCANLINE2 "Scanline Strength Bright" 0.4 0.0 1.0 0.05
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#pragma parameter INTERLACE "Interlace Mode" 1.0 0.0 1.0 1.0
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#pragma parameter SCALE "Scanlines downscale" 1.0 1.0 4.0 1.0
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#pragma parameter MSK1 " Mask Brightness Dark" 0.3 0.0 1.0 0.05
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#pragma parameter MSK2 " Mask Brightness Bright" 0.6 0.0 1.0 0.05
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#pragma parameter MSK_SIZE " Mask Size" 0.5002 0.0 1.0 0.1666
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#pragma parameter FADE " Mask/Scanlines fade" 0.2 0.0 1.0 0.05
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#pragma parameter PRESERVE "Protect Bright Colors" 0.2 0.0 1.0 0.01
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#pragma parameter SAT "Saturation" 1.2 0.0 2.0 0.05
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#pragma parameter INGAMMA "Gamma In" 2.4 1.0 4.0 0.05
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#pragma parameter OUTGAMMA "Gamma Out" 2.25 1.0 4.0 0.05
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#pragma parameter SEGA "Brightness Fix 1.0:Sega, 2:Amiga/ST" 0.0 0.0 2.0 1.0
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#pragma parameter NOISE "Add Noise" 0.1 0.0 1.0 0.01
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#pragma parameter WPR " Shift to Red" 0.1 -0.25 0.25 0.01
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#pragma parameter WPG " Shift to Green" -0.1 -0.25 0.25 0.01
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#pragma parameter WPB " Shift to Blue" 0.1 -0.25 0.25 0.01
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#pragma parameter BOOST " Bright Boost" 1.3 1.0 2.0 0.05
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#define OUTGAMMA params.OUTGAMMA
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#define INGAMMA params.INGAMMA
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#define SEGA params.SEGA
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#define NOISE params.NOISE
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#define SIZE params.SIZE
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#define BLUR params.BLUR
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#define SCANLINE1 params.SCANLINE1
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#define SCANLINE2 params.SCANLINE2
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#define INTERLACE params.INTERLACE
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#define SCALE params.SCALE
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#define MSK1 params.MSK1
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#define MSK2 params.MSK2
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#define MSK_SIZE params.MSK_SIZE
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#define FADE params.FADE
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#define PRESERVE params.PRESERVE
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#define GAMMA params.GAMMA
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#define SAT params.SAT
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#define WPR params.WPR
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#define WPG params.WPG
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#define WPB params.WPB
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#define BOOST params.BOOST
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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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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} global;
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#define iTimer float(params.FrameCount/60.0)
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#define OutputSize global.OutputSize
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#define SourceSize global.SourceSize
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#define pi 3.141592654
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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 omega;
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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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omega = vec2(pi * OutputSize.x, pi * SourceSize.y/SCALE);
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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 omega;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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float snow(vec2 pos)
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{
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return fract(sin(iTimer * dot(pos.xy ,vec2(13,78.233))) * 43758.5453);
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}
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void main()
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{
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vec2 pos = vTexCoord.xy;
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/// SHARP-BILINEAR Author: rsn8887
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vec2 texel = pos * SourceSize.xy;
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vec2 texel2 = pos * OutputSize.xy;
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vec2 scale = max(floor(OutputSize.xy / SourceSize.xy), vec2(1.0, 1.0));
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vec2 pixel = vec2(SIZE/OutputSize.x,0.0);
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vec2 pixely = vec2(0.0,SIZE/OutputSize.y);
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vec2 texel_floored = floor(texel);
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vec2 texel_floored2 = floor(texel2);
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vec2 s = fract(texel);
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vec2 s2 = fract(texel2);
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vec2 region_range = 0.5 - 0.5 / scale;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = s - 0.5;
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vec2 center_dist2 = s2 - 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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vec2 f2 = (center_dist2 - clamp(center_dist2, -region_range, region_range))/scale + 0.5;
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vec2 mod_texel = texel_floored + f;
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vec2 mod_texel2 = texel_floored2 + f2;
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vec2 uv=mod_texel / SourceSize.xy;
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vec2 uv2=mod_texel2 / OutputSize.xy;
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/// "GHOST" PIXELS LEFT/RIGHT CALCULATION
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vec3 col = texture(Source, uv).rgb;
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vec3 colr = texture(Source, uv2-pixel).rgb;
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vec3 coll = texture(Source, uv2+pixel).rgb;
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vec3 cold = texture(Source, uv2-pixely).rgb;
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vec3 color = vec3 (col.r*(1.0-BLUR) + coll.r*BLUR,
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col.g*(1.0-BLUR) + cold.g*BLUR,
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col.b*(1.0-BLUR) + colr.b*BLUR);
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vec3 lumweight=vec3(0.213,0.715,0.072);
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float lum = dot(color,lumweight);
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//APPLY MASK
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float MSK = mix(MSK1,MSK2,lum);
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float mask = mix(abs(sin(vTexCoord.x*omega.x*MSK_SIZE)), 1.0, lum*PRESERVE);
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float scan = 1.0;
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float SCANLINE = mix(SCANLINE1,SCANLINE2,lum);
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//INTERLACING MODE FIX SCANLINES
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if (INTERLACE > 0.0 && global.OriginalSize.y > 400.0 ) scan; else
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color *= SCANLINE * sin(fract(vTexCoord.y*SourceSize.y/SCALE)*3.141529) +(1.0-SCANLINE);
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color = pow(color,vec3(INGAMMA));
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color =mix(color, color*mask, dot(color, vec3(FADE)));
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color *= mix(1.0,BOOST,lum);
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color *= vec3(1.0+WPR, 1.0-WPR/2.0, 1.0-WPR/2.0);
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color *= vec3(1.0-WPG/2.0, 1.0+WPG, 1.0-WPG/2.0);
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color *= vec3(1.0-WPB/2.0, 1.0-WPB/2.0, 1.0+WPB);
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color *= 1.0 + snow(uv * 2.0) * (1.0-lum) *NOISE;
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if (SEGA == 1.0) color *= 1.0625; else if (SEGA == 2.0) color *=2.0; else color;
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color = pow(color,vec3(1.0/OUTGAMMA));
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//FAST SATURATION CONTROL
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if(SAT !=1.0)
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{
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vec3 gray = vec3(lum);
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color = vec3(mix(gray, color, SAT));
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}
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FragColor = vec4(color,1.0);
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}
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