mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
d114c41686
* Update crt-consumer.slang Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630. * Update crt-gdv-mini-ultra.slang Removed NTSC, some corrections too. * Update zfast_crt_composite.slang * Update fake-crt-geom.slang * Add files via upload * add night_mode * Update lanczos16.slang fix minor artifacts * Brightness fix scanline.slang Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS. * fix scanlines misalignment
122 lines
3.7 KiB
Plaintext
122 lines
3.7 KiB
Plaintext
#version 450
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/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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const float floatpi = 1.5707963267948966192313216916398;
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const float pi = 3.1415926535897932384626433832795;
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vec4 l(vec4 x)
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{
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vec4 res;
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res.x = (x.x==0.0) ? (pi*floatpi) : sin(x.x*floatpi)*sin(x.x*pi)/(x.x*x.x);
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res.y = (x.y==0.0) ? (pi*floatpi) : sin(x.y*floatpi)*sin(x.y*pi)/(x.y*x.y);
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res.z = (x.z==0.0) ? (pi*floatpi) : sin(x.z*floatpi)*sin(x.z*pi)/(x.z*x.z);
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res.w = (x.w==0.0) ? (pi*floatpi) : sin(x.w*floatpi)*sin(x.w*pi)/(x.w*x.w);
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return res;
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}
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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 vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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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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vec2 ps = params.SourceSize.zw;
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float dx = ps.x;
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float dy = ps.y;
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t1 = vTexCoord.xxyy + vec4( -dx, 0.0, -dy, 0.0);
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t2 = vTexCoord.xxyy + vec4( dx, 2.0*dx, -dy, 0.0);
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t3 = vTexCoord.xxyy + vec4( -dx, 0.0, dy, 2.0*dy);
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t4 = vTexCoord.xxyy + vec4( dx, 2.0*dx, dy, 2.0*dy);
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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 vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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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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void main()
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{
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mat4x3 pix;
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vec2 fraction = fract(vTexCoord*params.SourceSize.xy);
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// calculating texel weights
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vec4 abcd, pqrs;
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abcd = l(vec4(1+fraction.x, fraction.x, 1-fraction.x, 2-fraction.x));
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pqrs = l(vec4(1+fraction.y, fraction.y, 1-fraction.y, 2-fraction.y));
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// reading the texels
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vec3 c00 = texture(Source, t1.xz).xyz;
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vec3 c10 = texture(Source, t1.yz).xyz;
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vec3 c20 = texture(Source, t2.xz).xyz;
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vec3 c30 = texture(Source, t2.yz).xyz;
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vec3 c01 = texture(Source, t1.xw).xyz;
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vec3 c11 = texture(Source, vTexCoord).xyz;
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vec3 c21 = texture(Source, t2.xw).xyz;
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vec3 c31 = texture(Source, t2.yw).xyz;
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vec3 c02 = texture(Source, t3.xz).xyz;
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vec3 c12 = texture(Source, t3.yz).xyz;
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vec3 c22 = texture(Source, t4.xz).xyz;
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vec3 c32 = texture(Source, t4.yz).xyz;
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vec3 c03 = texture(Source, t3.xw).xyz;
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vec3 c13 = texture(Source, t3.yw).xyz;
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vec3 c23 = texture(Source, t4.xw).xyz;
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vec3 c33 = texture(Source, t4.yw).xyz;
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pix[0] = mat4x3(-c00, c10, c20, -c30) * abcd;
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pix[1] = mat4x3( c01, c11, c21, c31) * abcd;
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pix[2] = mat4x3( c02, c12, c22, c32) * abcd;
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pix[3] = mat4x3(-c03, c13, c23, -c33) * abcd;
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// final sum and weight normalization
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FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1);
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}
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