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https://github.com/italicsjenga/slang-shaders.git
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5488db25f4
Pixels will overlap each other below 0.5.
147 lines
4.3 KiB
Plaintext
147 lines
4.3 KiB
Plaintext
#version 450
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/*
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Phosphor shader - Copyright (C) 2011 caligari.
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Ported by Hyllian.
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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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float SPOT_WIDTH;
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float SPOT_HEIGHT;
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float COLOR_BOOST;
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float InputGamma;
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float OutputGamma;
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} params;
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// 0.5 = the spot stays inside the original pixel
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// 1.0 = the spot bleeds up to the center of next pixel
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#pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.5 1.5 0.05
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#pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.65 0.5 1.5 0.05
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// Used to counteract the desaturation effect of weighting.
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#pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05
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// Constants used with gamma correction.
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#pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1
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#pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1
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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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layout(location = 1) out vec2 onex;
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layout(location = 2) out vec2 oney;
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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;
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onex = vec2(params.SourceSize.z, 0.0);
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oney = vec2(0.0, params.SourceSize.w);
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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 onex;
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layout(location = 2) in vec2 oney;
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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 GAMMA_IN(color) pow(color,vec4(params.InputGamma))
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#define GAMMA_OUT(color) pow(color, vec4(1.0 / params.OutputGamma))
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#define TEX2D(coords) GAMMA_IN( texture(Source, coords) )
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// Macro for weights computing
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#define WEIGHT(w) \
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if(w>1.0) w=1.0; \
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w = 1.0 - w * w; \
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w = w * w;
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void main()
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{
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vec2 coords = ( vTexCoord * params.SourceSize.xy );
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vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5);
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vec2 texture_coords = pixel_center * params.SourceSize.zw;
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vec4 color = TEX2D( texture_coords );
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float dx = coords.x - pixel_center.x;
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float h_weight_00 = dx / params.SPOT_WIDTH;
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WEIGHT( h_weight_00 );
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color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 );
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// get closest horizontal neighbour to blend
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vec2 coords01;
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if (dx>0.0) {
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coords01 = onex;
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dx = 1.0 - dx;
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} else {
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coords01 = -onex;
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dx = 1.0 + dx;
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}
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vec4 colorNB = TEX2D( texture_coords + coords01 );
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float h_weight_01 = dx / params.SPOT_WIDTH;
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WEIGHT( h_weight_01 );
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color = color + colorNB * vec4( h_weight_01 );
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//////////////////////////////////////////////////////
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// Vertical Blending
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float dy = coords.y - pixel_center.y;
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float v_weight_00 = dy / params.SPOT_HEIGHT;
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WEIGHT( v_weight_00 );
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color *= vec4( v_weight_00 );
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// get closest vertical neighbour to blend
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vec2 coords10;
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if (dy>0.0) {
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coords10 = oney;
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dy = 1.0 - dy;
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} else {
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coords10 = -oney;
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dy = 1.0 + dy;
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}
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colorNB = TEX2D( texture_coords + coords10 );
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float v_weight_10 = dy / params.SPOT_HEIGHT;
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WEIGHT( v_weight_10 );
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color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 );
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colorNB = TEX2D( texture_coords + coords01 + coords10 );
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color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 );
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color *= vec4( params.COLOR_BOOST );
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FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 );
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}
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