slang-shaders/crt/shaders/crt-maximus-royale/src/horizontal_ringing.slang
Carlos O'Connor 858404b1db CRT Maximus Royale filter added
Based on CRT Royale, this filter includes a lot of cool features:

- Horizontal ringing (produced by low pass filters e.g. SNES video output)
- CVBS / S-VIDEO / RGB filter modes
- Accurate pixel perfect dimensions (for 1080 resolutions and up)
- TV frames that reminds the 90's experience
- PC monitor frame also available
- New adjustable scale system to fix image size and overscans
- Ambient lighting and rear LED simulation modes
- Reflections over the screen borders
- Nice bulged screen finish
- Auto scales to any resolution, preserving 4:3 ratio
- 3 shaders available: normal mode, fast mode and doubled outputs mode

Glcore and d3d11 drivers supported at the moment.
2022-09-03 22:52:33 -05:00

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-maximus-royale: A fully customizable extension for crt-royale shader,
// inside a TV / MONITOR BOX with backlight and some other cool stuff.
// Copyright (C) 2022 DigiDwrf
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
layout(push_constant) uniform Push
{
float ringAct;
float ringDsp;
float ringInt;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter ringAct "Ringing On" 0.0 0.0 1.0 1.0
#pragma parameter ringDsp "Ringing Displace" 3.0 0.0 3.0 0.1
#pragma parameter ringInt "Ringing Intensity" 5.0 0.0 10.0 0.5
#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.xy;
}
#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()
{
vec3 screen = vec3(0.0);
float rDisp = params.ringDsp * 0.001;
float Disp;
bool rAct = bool(params.ringAct);
if (rAct)
{
for (int i; i < 10 ; i++)
{
Disp = float(i) * rDisp;
screen += (texture(Source, vec2(vTexCoord.x + Disp, vTexCoord.y)).xyz - texture(Source, vec2(vTexCoord.x + Disp + rDisp, vTexCoord.y)).xyz) * pow((10.0 - float(i))/10.0,5)/4.0;
}
for (int j; j < 10 ; j++)
{
Disp = float(j) * rDisp;
screen -= (texture(Source, vec2(vTexCoord.x - Disp, vTexCoord.y)).xyz - texture(Source, vec2(vTexCoord.x - Disp - rDisp, vTexCoord.y)).xyz) * pow((10.0 - float(j))/10.0,5);
}
screen /= 10;
screen *= params.ringInt;
}
FragColor = texture(Source,vTexCoord) + vec4(screen,1.0);
}