mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
637 lines
24 KiB
Plaintext
637 lines
24 KiB
Plaintext
#version 450
|
|
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
//
|
|
// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR - 20180120b
|
|
//
|
|
// by Timothy Lottes
|
|
// https://www.shadertoy.com/view/MtSfRK
|
|
// adapted for RetroArch by hunterk
|
|
//
|
|
//
|
|
//==============================================================
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
// WHAT'S NEW
|
|
//
|
|
//--------------------------------------------------------------
|
|
// Evolution of prior shadertoy example
|
|
//--------------------------------------------------------------
|
|
// This one is semi-optimized
|
|
// - Less texture fetches
|
|
// - Didn't get to instruction level optimization
|
|
// - Could likely use texture fetch to generate phosphor mask
|
|
//--------------------------------------------------------------
|
|
// Added options to disable unused features
|
|
//--------------------------------------------------------------
|
|
// Added in exposure matching
|
|
// - Given scan-line effect and mask always darkens image
|
|
// - Uses generalized tonemapper to boost mid-level
|
|
// - Note this can compress highlights
|
|
// - And won't get back peak brightness
|
|
// - But best option if one doesn't want as much darkening
|
|
//--------------------------------------------------------------
|
|
// Includes option saturation and contrast controls
|
|
//--------------------------------------------------------------
|
|
// Added in subtractive aperture grille
|
|
// - This is a bit brighter than prior
|
|
//--------------------------------------------------------------
|
|
// Make sure input to this filter is already low-resolution
|
|
// - This is not designed to work on titles doing the following
|
|
// - Rendering to hi-res with nearest sampling
|
|
//--------------------------------------------------------------
|
|
// Added a fast and more pixely option for 2 tap/pixel
|
|
//--------------------------------------------------------------
|
|
// Improved the vignette when WARP is enabled
|
|
//--------------------------------------------------------------
|
|
// Didn't test HLSL or CPU options
|
|
// - Will incorportate patches if they are broken
|
|
// - But out of time to try them myself
|
|
//==============================================================
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
// LICENSE = UNLICENSE (aka PUBLIC DOMAIN)
|
|
//
|
|
//--------------------------------------------------------------
|
|
// This is free and unencumbered software released into the
|
|
// public domain.
|
|
//--------------------------------------------------------------
|
|
// Anyone is free to copy, modify, publish, use, compile, sell,
|
|
// or distribute this software, either in source code form or as
|
|
// a compiled binary, for any purpose, commercial or
|
|
// non-commercial, and by any means.
|
|
//--------------------------------------------------------------
|
|
// In jurisdictions that recognize copyright laws, the author or
|
|
// authors of this software dedicate any and all copyright
|
|
// interest in the software to the public domain. We make this
|
|
// dedication for the benefit of the public at large and to the
|
|
// detriment of our heirs and successors. We intend this
|
|
// dedication to be an overt act of relinquishment in perpetuity
|
|
// of all present and future rights to this software under
|
|
// copyright law.
|
|
//--------------------------------------------------------------
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
|
|
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
|
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
|
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE
|
|
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
|
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
|
|
// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
|
// DEALINGS IN THE SOFTWARE.
|
|
//--------------------------------------------------------------
|
|
// For more information, please refer to
|
|
// <http://unlicense.org/>
|
|
//==============================================================
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float MASK;
|
|
float MASK_INTENSITY;
|
|
float SCANLINE_THINNESS;
|
|
float SCAN_BLUR;
|
|
float CURVATURE;
|
|
float TRINITRON_CURVE;
|
|
float CORNER;
|
|
float CRT_GAMMA;
|
|
} params;
|
|
|
|
#pragma parameter MASK "Mask Type" 1.0 0.0 3.0 1.0
|
|
#pragma parameter MASK_INTENSITY "Mask Intensity" 0.5 0.0 1.0 0.05
|
|
#pragma parameter SCANLINE_THINNESS "Scanline Intensity" 0.5 0.0 1.0 0.1
|
|
#pragma parameter SCAN_BLUR "Sharpness" 2.5 1.0 3.0 0.1
|
|
#pragma parameter CURVATURE "Curvature" 0.02 0.0 0.25 0.01
|
|
#pragma parameter TRINITRON_CURVE "Trinitron-style Curve" 0.0 0.0 1.0 1.0
|
|
#pragma parameter CORNER "Corner Round" 3.0 0.0 11.0 1.0
|
|
#pragma parameter CRT_GAMMA "CRT Gamma" 2.4 0.0 51.0 0.1
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
// GAMMA FUNCTIONS
|
|
//
|
|
//--------------------------------------------------------------
|
|
//--------------------------------------------------------------
|
|
// Since shadertoy doesn't have sRGB textures
|
|
// And we need linear input into shader
|
|
// Don't do this in your code
|
|
float FromSrgb1(float c){
|
|
return (c<=0.04045)?c*(1.0/12.92):
|
|
pow(abs(c)*(1.0/1.055)+(0.055/1.055),params.CRT_GAMMA);}
|
|
//--------------------------------------------------------------
|
|
vec3 FromSrgb(vec3 c){return vec3(
|
|
FromSrgb1(c.r),FromSrgb1(c.g),FromSrgb1(c.b));}
|
|
|
|
// Convert from linear to sRGB
|
|
// Since shader toy output is not linear
|
|
float ToSrgb1(float c){
|
|
return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
|
|
//--------------------------------------------------------------
|
|
vec3 ToSrgb(vec3 c){return vec3(
|
|
ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
|
|
//--------------------------------------------------------------
|
|
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
// DEFINES
|
|
//
|
|
//--------------------------------------------------------------
|
|
// CRTS_CPU - CPU code
|
|
// CRTS_GPU - GPU code
|
|
//--------------------------------------------------------------
|
|
// CRTS_GLSL - GLSL
|
|
// CRTS_HLSL - HLSL (not tested yet)
|
|
//--------------------------------------------------------------
|
|
// CRTS_DEBUG - Define to see on/off split screen
|
|
//--------------------------------------------------------------
|
|
// CRTS_WARP - Apply screen warp
|
|
//--------------------------------------------------------------
|
|
// CRTS_2_TAP - Faster very pixely 2-tap filter (off is 8)
|
|
//--------------------------------------------------------------
|
|
// CRTS_MASK_GRILLE - Aperture grille (aka Trinitron)
|
|
// CRTS_MASK_GRILLE_LITE - Brighter (subtractive channels)
|
|
// CRTS_MASK_NONE - No mask
|
|
// CRTS_MASK_SHADOW - Horizontally stretched shadow mask
|
|
//--------------------------------------------------------------
|
|
// CRTS_TONE - Normalize mid-level and process color
|
|
// CRTS_CONTRAST - Process color - enable contrast control
|
|
// CRTS_SATURATION - Process color - enable saturation control
|
|
//--------------------------------------------------------------
|
|
#define CRTS_STATIC
|
|
#define CrtsPow
|
|
#define CRTS_RESTRICT
|
|
//==============================================================
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
|
|
//==============================================================
|
|
// SETUP FOR CRTS
|
|
//--------------------------------------------------------------
|
|
//==============================================================
|
|
//#define CRTS_DEBUG 1
|
|
#define CRTS_GPU 1
|
|
#define CRTS_GLSL 1
|
|
//--------------------------------------------------------------
|
|
//#define CRTS_2_TAP 1
|
|
//--------------------------------------------------------------
|
|
#define CRTS_TONE 1
|
|
#define CRTS_CONTRAST 0
|
|
#define CRTS_SATURATION 0
|
|
//--------------------------------------------------------------
|
|
#define CRTS_WARP 1
|
|
//--------------------------------------------------------------
|
|
// Try different masks -> moved to runtime parameters
|
|
//#define CRTS_MASK_GRILLE 1
|
|
//#define CRTS_MASK_GRILLE_LITE 1
|
|
//#define CRTS_MASK_NONE 1
|
|
//#define CRTS_MASK_SHADOW 1
|
|
//--------------------------------------------------------------
|
|
// Scanline thinness
|
|
// 0.50 = fused scanlines
|
|
// 0.70 = recommended default
|
|
// 1.00 = thinner scanlines (too thin)
|
|
#define INPUT_THIN (0.5 + (0.5 * params.SCANLINE_THINNESS))
|
|
//--------------------------------------------------------------
|
|
// Horizonal scan blur
|
|
// -3.0 = pixely
|
|
// -2.5 = default
|
|
// -2.0 = smooth
|
|
// -1.0 = too blurry
|
|
#define INPUT_BLUR (-1.0 * params.SCAN_BLUR)
|
|
//--------------------------------------------------------------
|
|
// Shadow mask effect, ranges from,
|
|
// 0.25 = large amount of mask (not recommended, too dark)
|
|
// 0.50 = recommended default
|
|
// 1.00 = no shadow mask
|
|
#define INPUT_MASK (1.0 - params.MASK_INTENSITY)
|
|
//--------------------------------------------------------------
|
|
#define INPUT_X params.SourceSize.x
|
|
#define INPUT_Y params.SourceSize.y
|
|
//--------------------------------------------------------------
|
|
// Setup the function which returns input image color
|
|
vec3 CrtsFetch(vec2 uv){
|
|
// For shadertoy, scale to get native texels in the image
|
|
uv*=vec2(INPUT_X,INPUT_Y)/params.SourceSize.xy;
|
|
// Move towards intersting parts
|
|
// uv+=vec2(0.5,0.5);
|
|
// Non-shadertoy case would not have the color conversion
|
|
return FromSrgb(texture(Source,uv.xy,-16.0).rgb);}
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
//
|
|
// GPU CODE
|
|
//
|
|
//==============================================================
|
|
#ifdef CRTS_GPU
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
// PORTABILITY
|
|
//==============================================================
|
|
#ifdef CRTS_GLSL
|
|
#define CrtsF1 float
|
|
#define CrtsF2 vec2
|
|
#define CrtsF3 vec3
|
|
#define CrtsF4 vec4
|
|
#define CrtsFractF1 fract
|
|
#define CrtsRcpF1(x) (1.0/(x))
|
|
#define CrtsSatF1(x) clamp((x),0.0,1.0)
|
|
//--------------------------------------------------------------
|
|
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
|
|
return max(a,max(b,c));}
|
|
#endif
|
|
//==============================================================
|
|
#ifdef CRTS_HLSL
|
|
#define CrtsF1 float
|
|
#define CrtsF2 float2
|
|
#define CrtsF3 float3
|
|
#define CrtsF4 float4
|
|
#define CrtsFractF1 frac
|
|
#define CrtsRcpF1(x) (1.0/(x))
|
|
#define CrtsSatF1(x) saturate(x)
|
|
//--------------------------------------------------------------
|
|
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
|
|
return max(a,max(b,c));}
|
|
#endif
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
// TONAL CONTROL CONSTANT GENERATION
|
|
//--------------------------------------------------------------
|
|
// This is in here for rapid prototyping
|
|
// Please use the CPU code and pass in as constants
|
|
//==============================================================
|
|
CrtsF4 CrtsTone(
|
|
CrtsF1 contrast,
|
|
CrtsF1 saturation,
|
|
CrtsF1 thin,
|
|
CrtsF1 mask){
|
|
//--------------------------------------------------------------
|
|
if(params.MASK == 0.0) mask=1.0;
|
|
//--------------------------------------------------------------
|
|
if(params.MASK == 1.0){
|
|
// Normal R mask is {1.0,mask,mask}
|
|
// LITE R mask is {mask,1.0,1.0}
|
|
mask=0.5+mask*0.5;
|
|
}
|
|
//--------------------------------------------------------------
|
|
CrtsF4 ret;
|
|
CrtsF1 midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
|
|
CrtsF1 pMidIn=pow(0.18,contrast);
|
|
ret.x=contrast;
|
|
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
|
|
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
|
|
ret.w=contrast+saturation;
|
|
return ret;}
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
// MASK
|
|
//--------------------------------------------------------------
|
|
// Letting LCD/OLED pixel elements function like CRT phosphors
|
|
// So "phosphor" resolution scales with display resolution
|
|
//--------------------------------------------------------------
|
|
// Not applying any warp to the mask (want high frequency)
|
|
// Real aperture grille has a mask which gets wider on ends
|
|
// Not attempting to be "real" but instead look the best
|
|
//--------------------------------------------------------------
|
|
// Shadow mask is stretched horizontally
|
|
// RRGGBB
|
|
// GBBRRG
|
|
// RRGGBB
|
|
// This tends to look better on LCDs than vertical
|
|
// Also 2 pixel width is required to get triad centered
|
|
//--------------------------------------------------------------
|
|
// The LITE version of the Aperture Grille is brighter
|
|
// Uses {dark,1.0,1.0} for R channel
|
|
// Non LITE version uses {1.0,dark,dark}
|
|
//--------------------------------------------------------------
|
|
// 'pos' - This is 'fragCoord.xy'
|
|
// Pixel {0,0} should be {0.5,0.5}
|
|
// Pixel {1,1} should be {1.5,1.5}
|
|
//--------------------------------------------------------------
|
|
// 'dark' - Exposure of of masked channel
|
|
// 0.0=fully off, 1.0=no effect
|
|
//==============================================================
|
|
CrtsF3 CrtsMask(CrtsF2 pos,CrtsF1 dark){
|
|
if(params.MASK == 2.0){
|
|
CrtsF3 m=CrtsF3(dark,dark,dark);
|
|
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
|
|
if(x<(1.0/3.0))m.r=1.0;
|
|
else if(x<(2.0/3.0))m.g=1.0;
|
|
else m.b=1.0;
|
|
return m;
|
|
}
|
|
//--------------------------------------------------------------
|
|
else if(params.MASK == 1.0){
|
|
CrtsF3 m=CrtsF3(1.0,1.0,1.0);
|
|
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
|
|
if(x<(1.0/3.0))m.r=dark;
|
|
else if(x<(2.0/3.0))m.g=dark;
|
|
else m.b=dark;
|
|
return m;
|
|
}
|
|
//--------------------------------------------------------------
|
|
else if(params.MASK == 3.0){
|
|
pos.x+=pos.y*2.9999;
|
|
CrtsF3 m=CrtsF3(dark,dark,dark);
|
|
CrtsF1 x=CrtsFractF1(pos.x*(1.0/6.0));
|
|
if(x<(1.0/3.0))m.r=1.0;
|
|
else if(x<(2.0/3.0))m.g=1.0;
|
|
else m.b=1.0;
|
|
return m;
|
|
}
|
|
//--------------------------------------------------------------
|
|
else{
|
|
return CrtsF3(1.0,1.0,1.0);
|
|
}
|
|
}
|
|
//_____________________________/\_______________________________
|
|
//==============================================================
|
|
// FILTER ENTRY
|
|
//--------------------------------------------------------------
|
|
// Input must be linear
|
|
// Output color is linear
|
|
//--------------------------------------------------------------
|
|
// Must have fetch function setup: CrtsF3 CrtsFetch(CrtsF2 uv)
|
|
// - The 'uv' range is {0.0 to 1.0} for input texture
|
|
// - Output of this must be linear color
|
|
//--------------------------------------------------------------
|
|
// SCANLINE MATH & AUTO-EXPOSURE NOTES
|
|
// ===================================
|
|
// Each output line has contribution from at most 2 scanlines
|
|
// Scanlines are shaped by a windowed cosine function
|
|
// This shape blends together well with only 2 lines of overlap
|
|
//--------------------------------------------------------------
|
|
// Base scanline intensity is as follows
|
|
// which leaves output intensity range from {0 to 1.0}
|
|
// --------
|
|
// thin := range {thick 0.5 to thin 1.0}
|
|
// off := range {0.0 to <1.0},
|
|
// sub-pixel offset between two scanlines
|
|
// --------
|
|
// a0=cos(min(0.5, off *thin)*2pi)*0.5+0.5;
|
|
// a1=cos(min(0.5,(1.0-off)*thin)*2pi)*0.5+0.5;
|
|
//--------------------------------------------------------------
|
|
// This leads to a image darkening factor of roughly:
|
|
// {(1.5-thin)/1.0}
|
|
// This is further reduced by the mask:
|
|
// {1.0/2.0+mask*1.0/2.0}
|
|
// Reciprocal of combined effect is used for auto-exposure
|
|
// to scale up the mid-level in the tonemapper
|
|
//==============================================================
|
|
CrtsF3 CrtsFilter(
|
|
//--------------------------------------------------------------
|
|
// SV_POSITION, fragCoord.xy
|
|
CrtsF2 ipos,
|
|
//--------------------------------------------------------------
|
|
// inputSize / outputSize (in pixels)
|
|
CrtsF2 inputSizeDivOutputSize,
|
|
//--------------------------------------------------------------
|
|
// 0.5 * inputSize (in pixels)
|
|
CrtsF2 halfInputSize,
|
|
//--------------------------------------------------------------
|
|
// 1.0 / inputSize (in pixels)
|
|
CrtsF2 rcpInputSize,
|
|
//--------------------------------------------------------------
|
|
// 1.0 / outputSize (in pixels)
|
|
CrtsF2 rcpOutputSize,
|
|
//--------------------------------------------------------------
|
|
// 2.0 / outputSize (in pixels)
|
|
CrtsF2 twoDivOutputSize,
|
|
//--------------------------------------------------------------
|
|
// inputSize.y
|
|
CrtsF1 inputHeight,
|
|
//--------------------------------------------------------------
|
|
// Warp scanlines but not phosphor mask
|
|
// 0.0 = no warp
|
|
// 1.0/64.0 = light warping
|
|
// 1.0/32.0 = more warping
|
|
// Want x and y warping to be different (based on aspect)
|
|
CrtsF2 warp,
|
|
//--------------------------------------------------------------
|
|
// Scanline thinness
|
|
// 0.50 = fused scanlines
|
|
// 0.70 = recommended default
|
|
// 1.00 = thinner scanlines (too thin)
|
|
// Shared with CrtsTone() function
|
|
CrtsF1 thin,
|
|
//--------------------------------------------------------------
|
|
// Horizonal scan blur
|
|
// -3.0 = pixely
|
|
// -2.5 = default
|
|
// -2.0 = smooth
|
|
// -1.0 = too blurry
|
|
CrtsF1 blur,
|
|
//--------------------------------------------------------------
|
|
// Shadow mask effect, ranges from,
|
|
// 0.25 = large amount of mask (not recommended, too dark)
|
|
// 0.50 = recommended default
|
|
// 1.00 = no shadow mask
|
|
// Shared with CrtsTone() function
|
|
CrtsF1 mask,
|
|
//--------------------------------------------------------------
|
|
// Tonal curve parameters generated by CrtsTone()
|
|
CrtsF4 tone
|
|
//--------------------------------------------------------------
|
|
){
|
|
//--------------------------------------------------------------
|
|
#ifdef CRTS_DEBUG
|
|
CrtsF2 uv=ipos*rcpOutputSize;
|
|
// Show second half processed, and first half un-processed
|
|
if(uv.x<0.5){
|
|
// Force nearest to get squares
|
|
uv*=1.0/rcpInputSize;
|
|
uv=floor(uv)+CrtsF2(0.5,0.5);
|
|
uv*=rcpInputSize;
|
|
CrtsF3 color=CrtsFetch(uv);
|
|
return color;}
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
// Optional apply warp
|
|
CrtsF2 pos;
|
|
#ifdef CRTS_WARP
|
|
// Convert to {-1 to 1} range
|
|
pos=ipos*twoDivOutputSize-CrtsF2(1.0,1.0);
|
|
// Distort pushes image outside {-1 to 1} range
|
|
pos*=CrtsF2(
|
|
1.0+(pos.y*pos.y)*warp.x,
|
|
1.0+(pos.x*pos.x)*warp.y);
|
|
// TODO: Vignette needs optimization
|
|
CrtsF1 vin=(1.0-(
|
|
(1.0-CrtsSatF1(pos.x*pos.x))*(1.0-CrtsSatF1(pos.y*pos.y)))) * (0.998 + (0.001 * params.CORNER));
|
|
vin=CrtsSatF1((-vin)*inputHeight+inputHeight);
|
|
// Leave in {0 to inputSize}
|
|
pos=pos*halfInputSize+halfInputSize;
|
|
#else
|
|
pos=ipos*inputSizeDivOutputSize;
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
// Snap to center of first scanline
|
|
CrtsF1 y0=floor(pos.y-0.5)+0.5;
|
|
#ifdef CRTS_2_TAP
|
|
// Using Inigo's "Improved Texture Interpolation"
|
|
// http://iquilezles.org/www/articles/texture/texture.htm
|
|
pos.x+=0.5;
|
|
CrtsF1 xi=floor(pos.x);
|
|
CrtsF1 xf=pos.x-xi;
|
|
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
|
|
CrtsF1 x0=xi+xf-0.5;
|
|
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
|
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
|
|
CrtsF3 colA=CrtsFetch(p);
|
|
p.y+=rcpInputSize.y;
|
|
CrtsF3 colB=CrtsFetch(p);
|
|
#else
|
|
// Snap to center of one of four pixels
|
|
CrtsF1 x0=floor(pos.x-1.5)+0.5;
|
|
// Inital UV position
|
|
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
|
// Fetch 4 nearest texels from 2 nearest scanlines
|
|
CrtsF3 colA0=CrtsFetch(p);
|
|
p.x+=rcpInputSize.x;
|
|
CrtsF3 colA1=CrtsFetch(p);
|
|
p.x+=rcpInputSize.x;
|
|
CrtsF3 colA2=CrtsFetch(p);
|
|
p.x+=rcpInputSize.x;
|
|
CrtsF3 colA3=CrtsFetch(p);
|
|
p.y+=rcpInputSize.y;
|
|
CrtsF3 colB3=CrtsFetch(p);
|
|
p.x-=rcpInputSize.x;
|
|
CrtsF3 colB2=CrtsFetch(p);
|
|
p.x-=rcpInputSize.x;
|
|
CrtsF3 colB1=CrtsFetch(p);
|
|
p.x-=rcpInputSize.x;
|
|
CrtsF3 colB0=CrtsFetch(p);
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
// Vertical filter
|
|
// Scanline intensity is using sine wave
|
|
// Easy filter window and integral used later in exposure
|
|
CrtsF1 off=pos.y-y0;
|
|
CrtsF1 pi2=6.28318530717958;
|
|
CrtsF1 hlf=0.5;
|
|
CrtsF1 scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
|
|
CrtsF1 scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
|
|
//--------------------------------------------------------------
|
|
#ifdef CRTS_2_TAP
|
|
#ifdef CRTS_WARP
|
|
// Get rid of wrong pixels on edge
|
|
scanA*=vin;
|
|
scanB*=vin;
|
|
#endif
|
|
// Apply vertical filter
|
|
CrtsF3 color=(colA*scanA)+(colB*scanB);
|
|
#else
|
|
// Horizontal kernel is simple gaussian filter
|
|
CrtsF1 off0=pos.x-x0;
|
|
CrtsF1 off1=off0-1.0;
|
|
CrtsF1 off2=off0-2.0;
|
|
CrtsF1 off3=off0-3.0;
|
|
CrtsF1 pix0=exp2(blur*off0*off0);
|
|
CrtsF1 pix1=exp2(blur*off1*off1);
|
|
CrtsF1 pix2=exp2(blur*off2*off2);
|
|
CrtsF1 pix3=exp2(blur*off3*off3);
|
|
CrtsF1 pixT=CrtsRcpF1(pix0+pix1+pix2+pix3);
|
|
#ifdef CRTS_WARP
|
|
// Get rid of wrong pixels on edge
|
|
pixT*=vin;
|
|
#endif
|
|
scanA*=pixT;
|
|
scanB*=pixT;
|
|
// Apply horizontal and vertical filters
|
|
CrtsF3 color=
|
|
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
|
|
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
// Apply phosphor mask
|
|
color*=CrtsMask(ipos,mask);
|
|
//--------------------------------------------------------------
|
|
// Optional color processing
|
|
#ifdef CRTS_TONE
|
|
// Tonal control, start by protecting from /0
|
|
CrtsF1 peak=max(1.0/(256.0*65536.0),
|
|
CrtsMax3F1(color.r,color.g,color.b));
|
|
// Compute the ratios of {R,G,B}
|
|
CrtsF3 ratio=color*CrtsRcpF1(peak);
|
|
// Apply tonal curve to peak value
|
|
#ifdef CRTS_CONTRAST
|
|
peak=pow(peak,tone.x);
|
|
#endif
|
|
peak=peak*CrtsRcpF1(peak*tone.y+tone.z);
|
|
// Apply saturation
|
|
#ifdef CRTS_SATURATION
|
|
ratio=pow(ratio,CrtsF3(tone.w,tone.w,tone.w));
|
|
#endif
|
|
// Reconstruct color
|
|
return ratio*peak;
|
|
#else
|
|
return color;
|
|
#endif
|
|
//--------------------------------------------------------------
|
|
}
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
vec2 warp_factor;
|
|
warp_factor.x = params.CURVATURE;
|
|
warp_factor.y = (3.0 / 4.0) * warp_factor.x; // assume 4:3 aspect
|
|
warp_factor.x *= (1.0 - params.TRINITRON_CURVE);
|
|
FragColor.rgb = CrtsFilter(vTexCoord.xy * params.OutputSize.xy,
|
|
params.SourceSize.xy * params.OutputSize.zw,
|
|
params.SourceSize.xy * vec2(0.5,0.5),
|
|
params.SourceSize.zw,
|
|
params.OutputSize.zw,
|
|
2.0 * params.OutputSize.zw,
|
|
params.SourceSize.y,
|
|
warp_factor,
|
|
INPUT_THIN,
|
|
INPUT_BLUR,
|
|
INPUT_MASK,
|
|
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
|
|
|
|
// Shadertoy outputs non-linear color
|
|
FragColor.rgb = ToSrgb(FragColor.rgb);
|
|
} |