slang-shaders/crt/shaders/mame_hlsl/shaders/mame_post.slang
hunterk 35c2d7064e
add crt-hyllian and crt-guest updates (#166)
* add TATE mode to mame_hlsl

* add crt-guest-dr-venom2 shaders and presets

* get rid of weird character in filename

* add updated crt-hyllian shaders and presets

* update guest's deconvergence to latest

* more gdv updates

* forgot one
2021-01-16 09:31:32 -06:00

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#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 FinalViewportSize;
} params;
#include "mame_parameters.inc"
vec4 u_shadow_tile_mode = vec4(global.shadowtilemode);
vec4 u_shadow_alpha = vec4(global.shadowalpha);
vec4 u_shadow_count = vec4(global.shadowcount_x, global.shadowcount_y, 0., 0.);
vec4 u_shadow_uv = vec4(global.shadowuv_x, global.shadowuv_y, 0., 0.);
vec4 u_shadow_uv_offset = vec4(global.mask_offset_x, global.mask_offset_y, 0., 0.);
vec4 u_humbar_hertz_rate = vec4(global.humbar_hertz_rate);
// ^^difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
vec4 u_humbar_alpha = vec4(global.humbaralpha);
vec4 u_power = vec4(global.power_r, global.power_g, global.power_b, 0.);
vec4 u_floor = vec4(global.floor_r, global.floor_g, global.floor_b, 0.);
//-----------------------------------------------------------------------------
// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
vec2 GetAdjustedCoords(vec2 coord)
{
// center coordinates
coord -= 0.5;
// apply screen scale
coord *= u_screen_scale.xy;
// un-center coordinates
coord += 0.5;
// apply screen offset
coord += u_screen_offset.xy;
return coord;
}
vec2 GetShadowCoord(vec2 TargetCoord, vec2 SourceCoord)
{
// base-target dimensions (remove oversampling)
vec2 BaseTargetDims = u_target_dims.xy / u_target_scale.xy;
BaseTargetDims = u_swap_xy.x > 0.0
? BaseTargetDims.yx
: BaseTargetDims.xy;
vec2 canvasCoord = u_shadow_tile_mode.x == 0.0
? TargetCoord + u_shadow_uv_offset.xy / BaseTargetDims
: SourceCoord + u_shadow_uv_offset.xy / u_source_dims.xy;
vec2 canvasTexelDims = u_shadow_tile_mode.x == 0.0
? vec2(1.0, 1.0) / BaseTargetDims
: vec2(1.0, 1.0) / u_source_dims.xy;
vec2 shadowUV = u_shadow_uv.xy;
vec2 shadowCount = u_shadow_count.xy;
// swap x/y in screen mode (not source mode)
canvasCoord = u_shadow_tile_mode.x == 0.0 && u_swap_xy.x > 0.0
? canvasCoord.yx
: canvasCoord.xy;
// swap x/y in screen mode (not source mode)
shadowCount = u_shadow_tile_mode.x == 0.0 && u_swap_xy.x > 0.0
? shadowCount.yx
: shadowCount.xy;
vec2 shadowTile = canvasTexelDims * shadowCount;
vec2 shadowFrac = fract(canvasCoord / shadowTile);
// swap x/y in screen mode (not source mode)
shadowFrac = u_shadow_tile_mode.x == 0.0 && u_swap_xy.x > 0.0
? shadowFrac.yx
: shadowFrac.xy;
vec2 shadowCoord = (shadowFrac * shadowUV);
return shadowCoord;
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 v_texcoord0;
void main()
{
gl_Position = global.MVP * Position;
v_texcoord0 = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 v_texcoord0;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D MaskTexture;
#define s_tex Source
#define s_shadow MaskTexture
//#define ScreenCoord vTexCoord
#define v_color0 vec4(1.,1.,1.,1.)
void main()
{
vec2 BaseCoord = GetAdjustedCoords(v_texcoord0);
// Color
vec4 BaseColor = texture(s_tex, BaseCoord);
// Clamp
if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 || BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
{
FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}
else
{
// Mask Simulation
if (u_shadow_alpha.x > 0.0)
{
vec2 ShadowCoord = GetShadowCoord(v_texcoord0.xy, BaseCoord.xy);
ShadowCoord = (!TATE) ? ShadowCoord.xy : ShadowCoord.yx;
vec4 ShadowColor = texture(s_shadow, ShadowCoord);
vec3 ShadowMaskColor = mix(vec3(1.0, 1.0, 1.0), ShadowColor.rgb, u_shadow_alpha.xxx);
// apply shadow mask color
BaseColor.rgb *= ShadowMaskColor;
// // TODO
// vec3 ShadowMaskClear = (1.0f - ShadowColor.a) * u_shadow_alpha.xxx;
// // clear shadow mask by background color
// BaseColor.rgb = mix(BaseColor.rgb, u_back_color.rgb, ShadowMaskClear);
}
// Color Compression
// increasing the floor of the signal without affecting the ceiling
BaseColor.rgb = u_floor.rgb + (vec3(1.0, 1.0, 1.0) - u_floor.rgb) * BaseColor.rgb;
// Color Power
BaseColor.r = pow(BaseColor.r, u_power.r);
BaseColor.g = pow(BaseColor.g, u_power.g);
BaseColor.b = pow(BaseColor.b, u_power.b);
// Hum Bar Simulation
if (u_humbar_alpha.x > 0.0f)
{
float HumTimeStep = fract(u_time.x * u_humbar_hertz_rate.x);
float HumBrightness = 1.0 - fract(BaseCoord.y + HumTimeStep) * u_humbar_alpha.x;
BaseColor.rgb *= HumBrightness;
}
FragColor = vec4(BaseColor.rgb * v_color0.rgb, BaseColor.a);
}
}