mirror of
https://github.com/italicsjenga/slang-shaders.git
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167 lines
6.8 KiB
Plaintext
Executable file
167 lines
6.8 KiB
Plaintext
Executable file
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 MASKED_SCANLINESSize;
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vec4 HALATION_BLURSize;
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vec4 BRIGHTPASSSize;
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} params;
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#define MASKED_SCANLINEStexture MASKED_SCANLINES
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#define MASKED_SCANLINEStexture_size params.MASKED_SCANLINESSize.xy
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#define MASKED_SCANLINESvideo_size params.MASKED_SCANLINESSize.xy
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#define HALATION_BLURtexture HALATION_BLUR
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#define HALATION_BLURtexture_size params.HALATION_BLURSize.xy
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#define HALATION_BLURvideo_size params.HALATION_BLURSize.xy
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#define BRIGHTPASStexture BRIGHTPASS
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#define BRIGHTPASStexture_size params.BRIGHTPASSSize.xy
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#define BRIGHTPASSvideo_size params.BRIGHTPASSSize.xy
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float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
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const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
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const float bloom_diff_thresh_ = 1.0/256.0;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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/////////////////////////////// VERTEX INCLUDES //////////////////////////////
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#include "../../../../include/gamma-management.h"
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#include "phosphor-mask-resizing.h"
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#include "scanline-functions.h"
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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 video_uv;
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layout(location = 1) out vec2 scanline_tex_uv;
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layout(location = 2) out vec2 halation_tex_uv;
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layout(location = 3) out vec2 brightpass_tex_uv;
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layout(location = 4) out vec2 bloom_tex_uv;
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layout(location = 5) out vec2 bloom_dxdy;
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layout(location = 6) out float bloom_sigma_runtime;
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// copied from bloom-functions.h
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inline float get_min_sigma_to_blur_triad(const float triad_size,
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const float thresh)
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{
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// Requires: 1.) triad_size is the final phosphor triad size in pixels
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// 2.) thresh is the max desired pixel difference in the
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// blurred triad (e.g. 1.0/256.0).
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// Returns: Return the minimum sigma that will fully blur a phosphor
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// triad on the screen to an even color, within thresh.
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// This closed-form function was found by curve-fitting data.
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// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
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return -0.05168 + 0.6113*triad_size -
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1.122*triad_size*sqrt(0.000416 + thresh);
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// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
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//return 0.5985*triad_size - triad_size*sqrt(thresh)
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}
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void main()
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{
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gl_Position = global.MVP * Position;
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float2 tex_uv = TexCoord;
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// Our various input textures use different coords:
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const float2 video_uv = tex_uv * IN.texture_size/IN.video_size;
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// video_uv = video_uv;
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scanline_tex_uv = video_uv * MASKED_SCANLINESvideo_size /
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MASKED_SCANLINEStexture_size;
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halation_tex_uv = video_uv * HALATION_BLURvideo_size /
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HALATION_BLURtexture_size;
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brightpass_tex_uv = video_uv * BRIGHTPASSvideo_size /
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BRIGHTPASStexture_size;
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bloom_tex_uv = tex_uv;
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// We're horizontally blurring the bloom input (vertically blurred
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// brightpass). Get the uv distance between output pixels / input texels
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// in the horizontal direction (this pass must NOT resize):
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bloom_dxdy = float2(1.0/IN.texture_size.x, 0.0);
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// Calculate a runtime bloom_sigma in case it's needed:
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const float mask_tile_size_x = get_resized_mask_tile_size(
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IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
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bloom_sigma_runtime = get_min_sigma_to_blur_triad(
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mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 video_uv;
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layout(location = 1) in vec2 scanline_tex_uv;
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layout(location = 2) in vec2 halation_tex_uv;
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layout(location = 3) in vec2 brightpass_tex_uv;
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layout(location = 4) in vec2 bloom_tex_uv;
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layout(location = 5) in vec2 bloom_dxdy;
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layout(location = 6) in float bloom_sigma_runtime;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D HALATION_BLUR;
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layout(set = 0, binding = 4) uniform sampler2D BRIGHTPASS;
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layout(set = 0, binding = 5) uniform sampler2D MASKED_SCANLINES;
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#define bloom_texture Source
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////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
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#include "bloom-functions.h"
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void main()
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{
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// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
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const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
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const float3 blurred_brightpass = tex2DblurNfast(bloom_texture,
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bloom_tex_uv, bloom_dxdy, bloom_sigma);
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// Sample the masked scanlines. Alpha contains the auto-dim factor:
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const float3 intensity_dim =
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tex2D_linearize(MASKED_SCANLINEStexture, scanline_tex_uv).rgb;
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const float auto_dim_factor = levels_autodim_temp;
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const float undim_factor = 1.0/auto_dim_factor;
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// Calculate the mask dimpass, add it to the blurred brightpass, and
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// undim (from scanline auto-dim) and amplify (from mask dim) the result:
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const float mask_amplify = get_mask_amplify();
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const float3 brightpass = tex2D_linearize(BRIGHTPASStexture,
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brightpass_tex_uv).rgb;
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const float3 dimpass = intensity_dim - brightpass;
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const float3 phosphor_bloom = (dimpass + blurred_brightpass) *
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mask_amplify * undim_factor * levels_contrast;
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// Sample the halation texture, and let some light bleed into refractive
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// diffusion. Conceptually this occurs before the phosphor bloom, but
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// adding it in earlier passes causes black crush in the diffusion colors.
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const float3 diffusion_color = levels_contrast * tex2D_linearize(
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HALATION_BLURtexture, halation_tex_uv).rgb;
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const float3 final_bloom = lerp(phosphor_bloom,
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diffusion_color, global.diffusion_weight);
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// Encode and output the bloomed image:
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FragColor = encode_output(float4(final_bloom, 1.0));
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}
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