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https://github.com/italicsjenga/slang-shaders.git
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220 lines
9 KiB
Plaintext
220 lines
9 KiB
Plaintext
#version 450
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// newpixie CRT
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// by Mattias Gustavsson
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// adapted for slang by hunterk
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/*
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------------------------------------------------------------------------------
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This software is available under 2 licenses - you may choose the one you like.
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------------------------------------------------------------------------------
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ALTERNATIVE A - MIT License
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Copyright (c) 2016 Mattias Gustavsson
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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------------------------------------------------------------------------------
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ALTERNATIVE B - Public Domain (www.unlicense.org)
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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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software, either in source code form or as a compiled binary, for any purpose,
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commercial or non-commercial, and by any means.
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In jurisdictions that recognize copyright laws, the author or authors of this
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software dedicate any and all copyright interest in the software to the public
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domain. We make this dedication for the benefit of the public at large and to
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the detriment of our heirs and successors. We intend this dedication to be an
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overt act of relinquishment in perpetuity of all present and future rights to
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this software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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------------------------------------------------------------------------------
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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uint FrameCount;
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float use_frame;
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float curvature;
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float wiggle_toggle;
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float scanroll;
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float vignette;
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} params;
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#pragma parameter use_frame "Use Frame Image" 0.0 0.0 1.0 1.0
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#define use_frame params.use_frame
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#pragma parameter curvature "Curvature" 2.0 0.0001 4.0 0.25
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#pragma parameter wiggle_toggle "Interference" 0.0 0.0 1.0 1.0
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#pragma parameter scanroll "Rolling Scanlines" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette" 1.0 0.0 1.0 0.05
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#define gl_FragCoord (vTexCoord.xy * params.OutputSize.xy)
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#define backbuffer accum1
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#define blurbuffer blur2
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#define frametexture frametexture
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = vec2(TexCoord.x, 1.0 - TexCoord.y);
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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(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D accum1;
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layout(set = 0, binding = 4) uniform sampler2D blur2;
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layout(set = 0, binding = 5) uniform sampler2D frametexture;
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vec3 tsample( sampler2D samp, vec2 tc, float offs, vec2 resolution )
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{
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tc = tc * vec2(1.025, 0.92) + vec2(-0.0125, 0.04);
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vec3 s = pow( abs( texture( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );
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return s*vec3(1.25);
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}
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vec3 filmic( vec3 LinearColor )
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{
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vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));
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return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);
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}
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vec2 curve( vec2 uv )
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{
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uv = (uv - 0.5);// * 2.0;
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// uv.x *= 0.75;
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uv *= vec2(0.925, 1.095);
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uv *= params.curvature;
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uv.x *= 1.0 + pow((abs(uv.y) / 4.0), 2.0);
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uv.y *= 1.0 + pow((abs(uv.x) / 3.0), 2.0);
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uv /= params.curvature;
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uv += 0.5;
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uv = uv *0.92 + 0.04;
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return uv;
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}
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float rand(vec2 co)
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{
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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#define resolution params.OutputSize.xy
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void main()
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{
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// stop time variable so the screen doesn't wiggle
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float time = mod(params.FrameCount, 849.0) *36.;
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vec2 uv = vTexCoord.xy;
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/* Curve */
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vec2 curved_uv = mix( curve( uv ), uv, 0.4 );
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float scale = -0.101;
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vec2 scuv = curved_uv*(1.0-scale)+scale/2.0+vec2(0.003, -0.001);
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uv = scuv;
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/* Main color, Bleed */
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vec3 col;
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float x = params.wiggle_toggle* sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;
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float o =sin(gl_FragCoord.y*1.5)/resolution.x;
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x+=o*0.25;
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// make time do something again
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time = float(mod(params.FrameCount, 640) * 1);
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col.r = tsample(backbuffer,vec2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02;
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col.g = tsample(backbuffer,vec2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02;
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col.b = tsample(backbuffer,vec2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02;
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float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 );
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i = pow( 1.0 - pow(i,2.0), 1.0 );
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i = (1.0-i) * 0.85 + 0.15;
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/* Ghosting */
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float ghs = 0.15;
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vec3 r = tsample(blurbuffer, vec2(x-0.014*1.0, -0.027)*0.85+0.007*vec2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time),
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0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+vec2(scuv.x+0.001,scuv.y+0.001),
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5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*vec3(0.5,0.25,0.25);
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vec3 g = tsample(blurbuffer, vec2(x-0.019*1.0, -0.020)*0.85+0.007*vec2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time),
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0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+vec2(scuv.x+0.000,scuv.y-0.002),
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5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*vec3(0.25,0.5,0.25);
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vec3 b = tsample(blurbuffer, vec2(x-0.017*1.0, -0.003)*0.85+0.007*vec2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time),
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0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+vec2(scuv.x-0.002,scuv.y+0.000),
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5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*vec3(0.25,0.25,0.5);
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col += vec3(ghs*(1.0-0.299))*pow(clamp(vec3(3.0)*r,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
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col += vec3(ghs*(1.0-0.587))*pow(clamp(vec3(3.0)*g,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
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col += vec3(ghs*(1.0-0.114))*pow(clamp(vec3(3.0)*b,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
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/* Level adjustment (curves) */
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col *= vec3(0.95,1.05,0.95);
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col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,vec3(0.0),vec3(10.0));
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/* Vignette */
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float vig = ((1.0-0.99*params.vignette) + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));
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vig = 1.3*pow(vig,0.5);
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col *= vig;
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time *= params.scanroll;
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/* Scanlines */
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float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0);
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float s = pow(scans,0.9);
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col = col * vec3(s);
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/* Vertical lines (shadow mask) */
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col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));
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/* Tone map */
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col = filmic( col );
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/* Noise */
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/*vec2 seed = floor(curved_uv*resolution.xy*vec2(0.5))/resolution.xy;*/
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vec2 seed = curved_uv*resolution.xy;;
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/* seed = curved_uv; */
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col -= 0.015*pow(vec3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), vec3(1.5) );
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/* Flicker */
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col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));
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/* Clamp */
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// if (curved_uv.x < 0.0 || curved_uv.x > 1.0)
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// col *= 0.0;
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// if (curved_uv.y < 0.0 || curved_uv.y > 1.0)
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// col *= 0.0;
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uv = curved_uv;
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/* Frame */
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vec2 fscale = vec2( 0.026, -0.018);//vec2( -0.018, -0.013 );
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uv = vec2(uv.x, 1.-uv.y);
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vec4 f=texture(frametexture,vTexCoord.xy);//*((1.0)+2.0*fscale)-fscale-vec2(-0.0, 0.005));
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f.xyz = mix( f.xyz, vec3(0.5,0.5,0.5), 0.5 );
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float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 );
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col = mix( col, mix( max( col, 0.0), pow( abs( f.xyz ), vec3( 1.4 ) ) * fvig, f.w * f.w), vec3( use_frame ) );
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FragColor = vec4( col, 1.0 );
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}
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