slang-shaders/crt/shaders/fake-crt-geom.slang
metallic77 5ed39804bc
port fake-crt-geom & hyllian-fast (#380)
* Add files via upload

* Add files via upload

* port fake-crt-geom

* port fake-crt-geom

* port crt-hyllian-fast

* port crt-hyllian-fast
2023-04-07 09:10:33 -05:00

168 lines
4.4 KiB
Plaintext

#version 450
// Simple scanlines with curvature and mask effects lifted from crt-geom
// original by hunterk, edited by DariusG
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE_BASE_BRIGHTNESS;
float SCANLINE_SINE_COMP_A;
float SCANLINE_SINE_COMP_B;
float warpX;
float warpY;
float corner_round;
float cgwg;
float crt_gamma;
float monitor_gamma;
float boost;
} params;
// Parameter lines go here:
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05
#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01
#define warpX params.warpX
#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01
#define warpY params.warpY
#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005
#define corner_round params.corner_round
#pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1
#define cgwg params.cgwg
#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05
#define crt_gamma params.crt_gamma
#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05
#define monitor_gamma params.monitor_gamma
#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
#define boost params.boost
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
vec4 scanline(vec2 coord, vec4 frame)
{
vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y);
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = frame.xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0)));
return vec4(scanline.x, scanline.y, scanline.z, 1.0);
}
float corner(vec2 coord)
{
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw);
vec2 cdist = vec2(corner_round);
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*300.0,0.0, 1.0);
}
// mask calculation
// cgwg mask.
vec4 Mask(vec2 pos)
{
vec3 mask = vec3(1.0);
{
float mf = floor(mod(pos.x,2.0));
float mc = 1.0 - cgwg;
if (mf == 0.0) { mask.g = mc; }
else { mask.r = mc; mask.b = mc; };
}
return vec4(mask, 1.0);
}
///////////////////////////////////////////////////////////////////
void main()
{
vec2 pos = Warp(vTexCoord.xy);
//borrowed from CRT-Pi
vec2 OGL2Pos = pos * params.SourceSize.xy;
vec2 pC4 = floor(OGL2Pos) + 0.5;
vec2 coord = pC4 / params.SourceSize.xy;
vec2 deltas = OGL2Pos - pC4;
vec2 signs = sign(deltas);
deltas.x *= 2.0;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5;
deltas.y *= 8.0;
deltas /= params.SourceSize.xy;
deltas *= signs;
vec2 tc = coord + deltas;
// mask effects look bad unless applied in linear gamma space
vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0);
vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0);
vec4 res = texture(Source, tc);
res=pow(res,in_gamma);
// apply the mask; looks bad with vert scanlines so make them mutually exclusive
res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001);
// re-apply the gamma curve for the mask path
vec4 color = pow(scanline(pos, res), out_gamma);
float lum = color.r*0.3+color.g*0.6+color.b*0.1;
color*= mix(1.0,boost,lum);
FragColor = color*corner(tc);
}