slang-shaders/crt/shaders/yee64.slang
Matheus Silagi 914543309f
CRt-Yee64 and yeetron now uses RSDK Decompilation code (#283)
* CRt-Yee64 and yeetron now uses RSDK Decompilation code

Which means its now humanly readable!

Hooray for reverse engineer!

* I think i got those mixed up so, here
2022-08-25 07:59:11 -05:00

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#version 450
// ported from ReShade
layout(push_constant) uniform Push
{
float viewSizeHD;
float brightness;
float intensityR;
float intensityG;
float intensityB;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#pragma parameter viewSizeHD "Min Dimming Res" 720.0 0.0 2190.0 1.0
int viewSizeHD = int(params.viewSizeHD);
#pragma parameter brightness "CRT Brightness" 1.5 0.0 5.0 0.1
#pragma parameter intensityR "Red Dimming Intensity" 1.2 0.0 2.0 0.1
#pragma parameter intensityG "Green Dimming Intensity" 0.9 0.0 2.0 0.1
#pragma parameter intensityB "Blue Dimming Intensity" 0.9 0.0 2.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 textureSize = params.SourceSize.xy; // Size of Internal Framebuffer
vec2 viewSize = global.FinalViewportSize.xy; // Size of final Viewport
vec2 pixelSize = params.OriginalSize.xy; // Size of Game resolution;
vec2 texelPos = (textureSize.xy / pixelSize.xy) * vTexCoord.xy;
vec4 size = (pixelSize.xy / textureSize.xy).xyxy * texelPos.xyxy;
vec2 exp = size.zw * textureSize.xy + -floor(size.zw * textureSize.xy) + -0.5;
vec4 factor =vec4(0.0,0.0,0.0,0.0);
factor.x = pow(2.0, pow(-1.0 - exp.x, 2.0) * (-3.0));
factor.y = pow(2.0, pow( 1.0 - exp.x, 2.0) * (-3.0));
factor.z = pow(2.0, pow(-2.0 - exp.x, 2.0) * (-3.0));
factor.w = pow(2.0, pow( 2.0 - exp.x, 2.0) * (-3.0));
float factor2 = pow(2.0, pow(exp.x, 2.0) * -3.0); // used for the same stuff as 'factor', just doesn't fit in a vec4 :)
vec3 power = vec3(0.0,0.0,0.0);
power.x = pow(2.0, pow(exp.y, 2.0) * -8.0);
power.y = pow(2.0, pow(-exp.y + -1.0, 2.0) * -8.0);
power.z = pow(2.0, pow(-exp.y + 1.0, 2.0) * -8.0);
vec2 viewPos = floor(texelPos.xy * viewSize.xy) + 0.5;
float intencityPos = fract((viewPos.y * 3.0 + viewPos.x) * 0.166667);
vec3 intencity = vec3(params.intensityR, params.intensityG, params.intensityB);
vec4 scanlineIntencity = vec4(0.0,0.0,0.0,0.0);
if (intencityPos < 0.333)
scanlineIntencity.rgb = intencity.xyz;
else if (intencityPos < 0.666)
scanlineIntencity.rgb = intencity.zxy;
else
scanlineIntencity.rgb = intencity.yzx;
vec3 color1 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, -1)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color2 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-2, 0)) + 0.5) / textureSize.xy).rgb * factor.z * params.brightness;
vec3 color3 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 0)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color4 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 1, 0)) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color5 = texture(Source, (floor(size.zw * textureSize.xy + 0) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 color6 = texture(Source, (floor(size.zw * textureSize.xy + vec2(-1, 1)) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color7 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 2, 0)) + 0.5) / textureSize.xy).rgb * factor.w * params.brightness;
vec3 color8 = texture(Source, (floor(size.zw * textureSize.xy + -1) + 0.5) / textureSize.xy).rgb * factor.x * params.brightness;
vec3 color9 = texture(Source, (floor(size.zw * textureSize.xy + vec2( 0, -1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 color10 = texture(Source, (floor(size.zw * textureSize.xy + 1) + 0.5) / textureSize.xy).rgb * factor.y * params.brightness;
vec3 color11 = texture(Source, (floor(size.xy * textureSize.xy + vec2( 0, 1)) + 0.5) / textureSize.xy).rgb * factor2 * params.brightness;
vec3 final =
power.x * (color2 + color3 + color4 + color5 + color7) / (factor.z + factor.x + factor.y + factor2 + factor.w) +
power.y * (color1 + color8 + color9) / (factor.y + factor.x + factor2) +
power.z * (color10 + color6 + color11) / (factor.y + factor.x + factor2);
vec4 outColor = vec4(0.0,0.0,0.0,0.0);
outColor.xyz = params.viewSizeHD < viewSize.y ? (scanlineIntencity.rgb * final.rgb) : final.rgb;
outColor.w = 1.0;
FragColor.xyzw = outColor.xyzw;
}