mirror of
https://github.com/italicsjenga/slang-shaders.git
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164 lines
5 KiB
Plaintext
164 lines
5 KiB
Plaintext
#version 450
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/*
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Hyllian's CRT Shader
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with cgwg's magenta/green dotmask
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ported to GLSL/SLANG by DariusG & hunterk
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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float MASK_INTENSITY;
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float InputGamma;
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float OutputGamma;
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float BRIGHTBOOST;
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float SCANLINES;
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float SHARPER;
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} params;
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// Parameter lines go here:
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#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
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#define MASK_INTENSITY params.MASK_INTENSITY
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#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1
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#define InputGamma params.InputGamma
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
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#define OutputGamma params.OutputGamma
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#pragma parameter BRIGHTBOOST "BRIGHT BOOST" 1.5 0.0 2.0 0.1
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#define BRIGHTBOOST params.BRIGHTBOOST
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#pragma parameter SCANLINES "SCANLINES STRENGTH" 0.72 0.0 1.0 0.02
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#define SCANLINES params.SCANLINES
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#pragma parameter SHARPER "SHARPER" 0.0 0.0 1.0 1.0
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#define SHARPER params.SHARPER
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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 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#define SourceSize global.SourceSize
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#define TextureSize SourceSize.xy
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#define InputSize global.OriginalSize.xy
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#define COMPAT_TEXTURE texture
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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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 ps;
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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 tex_size = vec2(TextureSize.x, TextureSize.y);
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ps = 1.0/tex_size;
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vTexCoord.xy = TexCoord.xy + ps * vec2(-0.49999, 0.0);
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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 ps;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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{
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vec2 dx = vec2(ps.x, 0.0);
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vec2 dy = vec2(0.0, ps.y);
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vec2 tc = (floor(vTexCoord.xy * SourceSize.xy) + vec2(0.49999, 0.49999)) / SourceSize.xy;
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vec2 fp = fract(vTexCoord.xy * SourceSize.xy);
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vec3 c10 = COMPAT_TEXTURE(Source, tc - dx).xyz;
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vec3 c11 = COMPAT_TEXTURE(Source, tc ).xyz;
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vec3 c12 = COMPAT_TEXTURE(Source, tc + dx).xyz;
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vec3 c13 = COMPAT_TEXTURE(Source, tc + 2.0 * dx).xyz;
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vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
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vec4 InvX = vec4(0.0);
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if (SHARPER == 0.0) {
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// Horizontal cubic filter - "Catrom"
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InvX.x = dot(vec4( -0.5, 1.0, -0.5, 0.0), lobes);
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InvX.y = dot(vec4( 1.5,-2.5, 0.0, 1.0), lobes);
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InvX.z = dot(vec4( -1.5, 2.0, 0.5, 0.0), lobes);
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InvX.w = dot(vec4( 0.5,-0.5, 0.0, 0.0), lobes);
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}
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else if (SHARPER == 1.0) {
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// Swith to "Hermite" - Sharper, smoothed bilinear
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InvX.x = dot(vec4( 0.0, 0.0, 0.0, 0.0), lobes);
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InvX.y = dot(vec4( 2.0,-3.0, 0.0, 1.0), lobes);
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InvX.z = dot(vec4( -2.0, 3.0, 0.0, 0.0), lobes);
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InvX.w = dot(vec4( 0.0, 0.0, 0.0, 0.0), lobes);
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}
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vec3 color = InvX.x*c10.xyz;
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color+= InvX.y*c11.xyz;
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color+= InvX.z*c12.xyz;
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color+= InvX.w*c13.xyz;
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color = GAMMA_IN(color);
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float pos1 = 1.5-SCANLINES - abs(fp.y - 0.5);
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float d1 = max(0.0, min(1.0, pos1));
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float d = d1*d1*(3.0+BRIGHTBOOST - (2.0*d1));
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color = color*d;
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// dotmask
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float mod_factor = vTexCoord.x * global.OutputSize.x;
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vec4 dotMaskWeights = mix(
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vec4(1.0, 1.0-MASK_INTENSITY, 1.0, 1.),
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vec4(1.0-MASK_INTENSITY, 1.0, 1.0-MASK_INTENSITY, 1.),
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floor(mod(mod_factor, 2.0))
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);
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color *=vec3(dotMaskWeights.x,dotMaskWeights.y,dotMaskWeights.z);
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color = GAMMA_OUT(color);
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FragColor = vec4(color.r, color.g, color.b, 1.0);
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}
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