mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
f4c66450cf
* Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
156 lines
5.1 KiB
Plaintext
156 lines
5.1 KiB
Plaintext
#version 450
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// NTSC-Adaptive
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// based on Themaister's NTSC shader
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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 DerezedPassSize;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase, ntsc_sharp;
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} global;
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#pragma parameter ntsc_title "[ NTSC ]:" 0 0 0.1 0.1
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#pragma parameter quality " NTSC Preset: S-Video | Composite | RF | Custom:-1 -- quality" 1.0 -1.0 2.0 1.0
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#pragma parameter ntsc_fields " NTSC Merge Fields" 0.0 0.0 1.0 1.0
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#pragma parameter ntsc_phase " NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
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#pragma parameter ntsc_scale " NTSC Resolution Scaling" 1.0 0.20 2.5 0.01
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#pragma parameter ntsc_sat " NTSC Color Saturation" 1.0 0.0 2.0 0.01
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#pragma parameter ntsc_bright " NTSC Brightness" 1.0 0.0 1.5 0.01
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#pragma parameter cust_fringing " NTSC Custom Fringing Value (When NTSC Preset = -1)" 0.0 0.0 5.0 0.1
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#pragma parameter cust_artifacting " NTSC Custom Artifacting Value (When NTSC Preset = -1)" 0.0 0.0 5.0 0.1
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#define PI 3.14159265
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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 pix_no;
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layout(location = 2) out float phase;
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layout(location = 3) out float BRIGHTNESS;
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layout(location = 4) out float SATURATION;
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layout(location = 5) out float FRINGING;
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layout(location = 6) out float ARTIFACTING;
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layout(location = 7) out float CHROMA_MOD_FREQ;
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layout(location = 8) out float MERGE;
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void main()
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{
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float res = min(global.ntsc_scale, 1.0);
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float OriginalSize = global.DerezedPassSize.x;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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pix_no = TexCoord * global.SourceSize.xy * (res * global.OutputSize.xy / global.SourceSize.xy);
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phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
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CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
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ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
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FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
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SATURATION = global.ntsc_sat;
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BRIGHTNESS = global.ntsc_bright;
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MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0;
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MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE;
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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 pix_no;
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layout(location = 2) in float phase;
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layout(location = 3) in float BRIGHTNESS;
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layout(location = 4) in float SATURATION;
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layout(location = 5) in float FRINGING;
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layout(location = 6) in float ARTIFACTING;
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layout(location = 7) in float CHROMA_MOD_FREQ;
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layout(location = 8) in float MERGE;
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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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#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION)
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const mat3 yiq2rgb_mat = mat3(
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1.0, 0.956, 0.6210,
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1.0, -0.2720, -0.6474,
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1.0, -1.1060, 1.7046);
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vec3 yiq2rgb(vec3 yiq)
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{
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return yiq * yiq2rgb_mat;
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}
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const mat3 yiq_mat = mat3(
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0.2989, 0.5870, 0.1140,
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0.5959, -0.2744, -0.3216,
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0.2115, -0.5229, 0.3114
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);
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vec3 rgb2yiq(vec3 col)
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{
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return col * yiq_mat;
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}
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void main()
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{
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float res = global.ntsc_scale;
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vec3 col = texture(Source, vTexCoord).rgb;
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vec3 yiq = rgb2yiq(col);
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float lum = yiq.x;
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vec3 yiq2 = yiq;
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vec3 yiqs = yiq;
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vec3 yiqz = yiq;
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float mod1 = 2.0;
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float mod2 = 3.0;
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if (MERGE > 0.5)
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{
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float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount+1, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount+1, 2.));
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float mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ;
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float i_mod2 = cos(mod_phase2);
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float q_mod2 = sin(mod_phase2);
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yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate.
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yiq2 *= mix_mat; // Cross-talk.
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yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate.
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if (res > 1.025)
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{
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mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ * res;
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i_mod2 = cos(mod_phase2);
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q_mod2 = sin(mod_phase2);
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yiqs.yz *= vec2(i_mod2, q_mod2); // Modulate.
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yiq2.x = dot(yiqs, mix_mat[0]); // Cross-talk.
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}
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}
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float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount, 2.));
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float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
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float i_mod = cos(mod_phase);
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float q_mod = sin(mod_phase);
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yiq.yz *= vec2(i_mod, q_mod); // Modulate.
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yiq *= mix_mat; // Cross-talk.
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yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
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if (res > 1.025)
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{
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mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ * res;
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i_mod = cos(mod_phase);
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q_mod = sin(mod_phase);
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yiqz.yz *= vec2(i_mod, q_mod); // Modulate.
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yiq.x = dot(yiqz, mix_mat[0]); // Cross-talk.
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}
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yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
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FragColor = vec4(yiq, lum);
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}
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