mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
ffaf9fe8b7
- Fix sinc vertical scanlines; - Add curvature-ntsc and dedither presets; - Some param tweaks.
208 lines
7.9 KiB
Plaintext
208 lines
7.9 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
float BEAM_PROFILE;
|
|
float HFILTER_PROFILE;
|
|
float BEAM_MIN_WIDTH;
|
|
float BEAM_MAX_WIDTH;
|
|
float SCANLINES_STRENGTH;
|
|
float COLOR_BOOST;
|
|
float SHARPNESS_HACK;
|
|
float PHOSPHOR_LAYOUT;
|
|
float MASK_INTENSITY;
|
|
float CRT_ANTI_RINGING;
|
|
float InputGamma;
|
|
float OutputGamma;
|
|
float VSCANLINES;
|
|
} param;
|
|
|
|
#pragma parameter CRT_HYLLIAN "[CRT-HYLLIAN PARAMS]" 0.0 0.0 0.0 0.0
|
|
#pragma parameter BEAM_PROFILE " BEAM PROFILE (BP)" 0.0 0.0 2.0 1.0
|
|
#pragma parameter HFILTER_PROFILE " HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0
|
|
#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01
|
|
#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
|
|
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01
|
|
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.30 1.0 2.0 0.05
|
|
#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0
|
|
#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0
|
|
#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1
|
|
#pragma parameter CRT_ANTI_RINGING " ANTI RINGING" 1.0 0.0 1.0 0.2
|
|
#pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1
|
|
#pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
|
#pragma parameter VSCANLINES " VERTICAL SCANLINES [ OFF | ON ]" 0.0 0.0 1.0 1.0
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
} 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 = 1) in vec2 FragCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
/*
|
|
Hyllian's CRT Shader
|
|
|
|
Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
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 OR COPYRIGHT HOLDERS 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.
|
|
*/
|
|
|
|
#include "../../../include/subpixel_masks.h"
|
|
|
|
#define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma))
|
|
#define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma))
|
|
|
|
|
|
|
|
|
|
// Horizontal cubic filter.
|
|
// Some known filters use these values:
|
|
|
|
// B = 0.0, C = 0.0 => Hermite cubic filter.
|
|
// B = 1.0, C = 0.0 => Cubic B-Spline filter.
|
|
// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
|
|
// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
|
|
// B = 0.3782, C = 0.3109 => Robidoux filter.
|
|
// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
|
|
|
|
// Using only Hermite and Catmull-Rom, as the others aren't useful for crt shader.
|
|
// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
|
|
mat4x4 get_hfilter_profile()
|
|
{
|
|
float bf = 0.0;
|
|
float cf = 0.0;
|
|
|
|
if (param.HFILTER_PROFILE == 1) {bf = 0.0; cf = 0.5;}
|
|
|
|
return mat4x4( (-bf - 6.0*cf)/6.0, (3.0*bf + 12.0*cf)/6.0, (-3.0*bf - 6.0*cf)/6.0, bf/6.0,
|
|
(12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0, 0.0, (6.0 - 2.0*bf)/6.0,
|
|
-(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0, (3.0*bf + 6.0*cf)/6.0, bf/6.0,
|
|
(bf + 6.0*cf)/6.0, -cf, 0.0, 0.0);
|
|
|
|
|
|
}
|
|
|
|
|
|
#define scanlines_strength (4.0*profile.x)
|
|
#define beam_min_width profile.y
|
|
#define beam_max_width profile.z
|
|
#define color_boost profile.w
|
|
|
|
vec4 get_beam_profile()
|
|
{
|
|
vec4 bp = vec4(param.SCANLINES_STRENGTH, param.BEAM_MIN_WIDTH, param.BEAM_MAX_WIDTH, param.COLOR_BOOST);
|
|
|
|
if (param.BEAM_PROFILE == 1) bp = vec4(0.62, 1.00, 1.00, 1.40); // Catmull-rom
|
|
if (param.BEAM_PROFILE == 2) bp = vec4(0.72, 1.00, 1.00, 1.20); // Catmull-rom
|
|
|
|
return bp;
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
vec4 profile = get_beam_profile();
|
|
|
|
vec2 TextureSize = mix(vec2(global.SourceSize.x * param.SHARPNESS_HACK, global.SourceSize.y), vec2(global.SourceSize.x, global.SourceSize.y * param.SHARPNESS_HACK), param.VSCANLINES);
|
|
|
|
vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES);
|
|
vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES);
|
|
|
|
vec2 pix_coord = vTexCoord.xy*TextureSize + vec2(-0.5, 0.5);
|
|
|
|
vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.5, -0.5))/TextureSize, param.VSCANLINES);
|
|
|
|
vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES);
|
|
|
|
vec3 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz);
|
|
vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz);
|
|
vec3 c02 = GAMMA_IN(texture(Source, tc + dx - dy).xyz);
|
|
vec3 c03 = GAMMA_IN(texture(Source, tc + 2.0*dx - dy).xyz);
|
|
vec3 c10 = GAMMA_IN(texture(Source, tc - dx ).xyz);
|
|
vec3 c11 = GAMMA_IN(texture(Source, tc ).xyz);
|
|
vec3 c12 = GAMMA_IN(texture(Source, tc + dx ).xyz);
|
|
vec3 c13 = GAMMA_IN(texture(Source, tc + 2.0*dx ).xyz);
|
|
|
|
mat4x4 invX = get_hfilter_profile();
|
|
|
|
mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
|
|
mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
|
|
|
|
vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
|
|
vec3 color0 = color_matrix0 * invX_Px;
|
|
vec3 color1 = color_matrix1 * invX_Px;
|
|
|
|
// Get min/max samples
|
|
vec3 min_sample0 = min(c01,c02);
|
|
vec3 max_sample0 = max(c01,c02);
|
|
vec3 min_sample1 = min(c11,c12);
|
|
vec3 max_sample1 = max(c11,c12);
|
|
|
|
// Anti-ringing
|
|
vec3 aux = color0;
|
|
color0 = clamp(color0, min_sample0, max_sample0);
|
|
color0 = mix(aux, color0, param.CRT_ANTI_RINGING * step(0.0, (c00-c01)*(c02-c03)));
|
|
aux = color1;
|
|
color1 = clamp(color1, min_sample1, max_sample1);
|
|
color1 = mix(aux, color1, param.CRT_ANTI_RINGING * step(0.0, (c10-c11)*(c12-c13)));
|
|
|
|
float pos0 = fp.y;
|
|
float pos1 = 1 - fp.y;
|
|
|
|
vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
|
|
vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
|
|
|
|
vec3 d0 = scanlines_strength*pos0/(lum0*lum0+0.0000001);
|
|
vec3 d1 = scanlines_strength*pos1/(lum1*lum1+0.0000001);
|
|
|
|
d0 = exp(-d0*d0);
|
|
d1 = exp(-d1*d1);
|
|
|
|
vec3 color = color_boost*(color0*d0+color1*d1);
|
|
|
|
vec2 mask_coords =vTexCoord.xy * global.OutputSize.xy;
|
|
|
|
mask_coords = mix(mask_coords.xy, mask_coords.yx, param.VSCANLINES);
|
|
|
|
color.rgb*=mask_weights(mask_coords, param.MASK_INTENSITY, int(param.PHOSPHOR_LAYOUT));
|
|
|
|
color = GAMMA_OUT(color);
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
}
|