slang-shaders/crt/shaders/zfast_crt/zfast_crt_composite.slang
Gregori Francisco Cavichioli 5dc2001f4b Add Zfast Composite shader
2022-09-28 08:37:33 -03:00

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#version 450
/*
zfast_crt - A very simple CRT shader.
Copyright (C) 2017 Greg Hogan (SoltanGris42)
edited by metallic 77.
ported to slang by gregoricavichioli & hunterk.
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 (at your option)
any later version.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat;
} params;
#pragma parameter blurx "Convergence X-Axis" 0.45 -1.0 2.0 0.05
#pragma parameter blury "Convergence Y-Axis" -0.25 -1.0 1.0 0.05
#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.3 0.0 1.0 0.05
#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.2 0.0 1.0 0.05
#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
#pragma parameter sat "Saturation" 1.1 0.0 3.0 0.05
#define pi 3.14159
#define blurx params.blurx
#define blury params.blury
#define HIGHSCANAMOUNT1 params.HIGHSCANAMOUNT1
#define HIGHSCANAMOUNT2 params.HIGHSCANAMOUNT2
#define BRIGHTBOOST params.BRIGHTBOOST
#define MASK_DARK params.MASK_DARK
#define MASK_FADE params.MASK_FADE
#define sat params.sat
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float maskFade;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
maskFade = 0.3333*MASK_FADE;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float maskFade;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 pos = vTexCoord.xy;
vec3 sample1 = texture(Source,vec2(pos.x + blurx/1000.0, pos.y - blury/1000.0)).rgb;
vec3 sample2 = texture(Source,pos).rgb;
vec3 sample3 = texture(Source,vec2(pos.x - blurx/1000.0, pos.y + blury/1000.0)).rgb;
vec3 colour = vec3 (sample1.r*0.5+sample2.r*0.5, sample1.g*0.25 + sample2.g*0.5 + sample3.g*0.25, sample2.b*0.5 + sample3.b*0.5);
float lum = colour.r*0.4 + colour.g*0.4 + colour.b*0.2;
vec3 lumweight=vec3(0.3,0.6,0.1);
float gray = dot(colour,lumweight);
vec3 graycolour = vec3(gray);
//Gamma-like
colour*=mix(0.4,1.0,lum);
float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,lum);
float scanLine = SCANAMOUNT * sin(2.0*pi*pos.y*params.SourceSize.y);
float whichmask = fract(gl_FragCoord.x*-0.4999);
float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
//Gamma-like
colour*=mix(2.0,1.0,lum);
colour = vec3(mix(graycolour,colour.rgb,sat));
colour.rgb *= mix(mask*(1.0-scanLine), 1.0-scanLine, dot(colour.rgb,vec3(maskFade)));
FragColor.rgb = colour.rgb;
}