mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
119 lines
2.8 KiB
Plaintext
119 lines
2.8 KiB
Plaintext
#version 450
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// NES CRT simulation (PAL)
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// by r57shell
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// https://www.shadertoy.com/view/MlsXWM
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// WARNING: NOOB HERE :)
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// Stream RU
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// http://sc2tv.ru/channel/r57shell
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// http://cybergame.tv/r57shell
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// http://twitch.tv/elektropage
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// some details
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// http://forums.nesdev.com/viewtopic.php?f=3&t=12788&start=15
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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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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00004;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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#define iChannel0 Source
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#define iResolution params.SourceSize
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#define fragCoord vec2(vTexCoord.xy * params.OutputSize.xy)
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vec2 size = params.SourceSize.xy;//vec2(320.,240.);
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const float pi = 3.141592654;
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vec3 monitor(vec2 p)
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{
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vec2 pos = floor(p*size);
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vec2 uv = vTexCoord;// floor(pos)/size;
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vec4 res = texture(iChannel0, uv);
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vec3 yuv = res.xyz*mat3(
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0.2126, 0.7152, 0.0722,
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-0.09991, -0.33609, 0.436,
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0.615, -0.55861, -0.05639);
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float alpha = (floor(p.x*size.x*4.)/2.0)*pi;
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vec2 sincv = vec2(cos(alpha), sin(alpha));
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if (mod(pos.y + 5.,4.) < 2.)
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sincv.x = -sincv.x;
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if (mod(pos.y, 4.) >= 2.)
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sincv.y = -sincv.y;
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float mc = 1.+dot(sincv, yuv.zy)/yuv.x;
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/*vec3 rgb = vec3(
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yuv.x + 1.28033 * yuv.z,
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yuv.x - 0.21482 * yuv.y - 0.38059 * yuv.z,
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yuv.x + 2.12798 * yuv.y);*/
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return res.xyz*mc;
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}
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// pos (left corner, sample size)
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vec4 monitor_sample(vec2 p, vec2 tex_sample)
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{
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// linear interpolation was...
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// now other thing.
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// http://imgur.com/m8Z8trV
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// AT LAST IT WORKS!!!!
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vec2 next = vec2(.25,1.)/size;
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vec2 f = fract(vec2(4.,1.)*size*p);
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tex_sample *= vec2(4.,1.)*size;
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vec2 l;
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vec2 r;
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if (f.x+tex_sample.x < 1.)
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{
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l.x = f.x+tex_sample.x;
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r.x = 0.;
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}
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else
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{
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l.x = 1.-f.x;
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r.x = min(1.,f.x+tex_sample.x-1.);
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}
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if (f.y+tex_sample.y < 1.)
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{
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l.y = f.y+tex_sample.y;
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r.y = 0.;
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}
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else
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{
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l.y = 1.-f.y;
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r.y = min(1.,f.y+tex_sample.y-1.);
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}
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vec3 top = mix(monitor(p),monitor(p+vec2(next.x,0.)),r.x/(l.x+r.x));
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vec3 bottom = mix(monitor(p+vec2(0.,next.y)),monitor(p+next),r.x/(l.x+r.x));
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return vec4(mix(top,bottom,r.y/(l.y+r.y)),1.0);
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//difference should be only on border of pixels
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//return vec4((mix(top,bottom,r.y/(l.y+r.y)) - monitor(p))*2.+0.5,1.0);
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}
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void main()
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{
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float zoom = 1.;
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FragColor = monitor_sample(vTexCoord, vec2(1.0));
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}
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