mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
feb1fcaee0
* Add crt-consumer slang preset * Port crt-consumer to slang
465 lines
17 KiB
Plaintext
465 lines
17 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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// Parameter lines go here:
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#pragma parameter blurx "Convergence X" 0.25 -2.0 2.0 0.05
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#pragma parameter blury "Convergence Y" -0.15 -2.0 2.0 0.05
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#pragma parameter warpx "Curvature X" 0.03 0.0 0.12 0.01
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#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
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#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
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#pragma parameter smoothness "Border Smoothness" 400.0 25.0 600.0 5.0
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#pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0
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#pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0
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#pragma parameter beamlow "Scanlines dark" 1.35 0.5 2.5 0.05
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#pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05
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#pragma parameter brightboost1 "Bright boost dark pixels" 1.1 0.0 3.0 0.05
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#pragma parameter brightboost2 "Bright boost bright pixels" 1.05 0.0 3.0 0.05
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#pragma parameter Shadowmask "Mask Type" 7.0 -1.0 8.0 1.0
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#pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1
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#pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter GAMMA_IN "Gamma In" 2.5 0.0 4.0 0.1
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#pragma parameter GAMMA_OUT "Gamma Out" 2.2 0.0 4.0 0.1
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#pragma parameter glow "Glow Strength" 0.05 0.0 0.5 0.01
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#pragma parameter Size "Glow Size" 1.0 0.1 4.0 0.05
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#pragma parameter sat "Saturation" 1.1 0.0 2.0 0.05
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#pragma parameter contrast "Contrast, 1.0:Off" 1.0 0.00 2.00 0.05
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#pragma parameter nois "Noise" 0.0 0.0 32.0 1.0
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#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0
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#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter vpower "Vignette Power" 0.2 0.0 1.0 0.01
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#pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0
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#pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0
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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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float blurx;
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float blury;
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float warpx;
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float warpy;
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float corner;
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float smoothness;
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float scanlow;
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float scanhigh;
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float beamlow;
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float beamhigh;
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float brightboost1;
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float brightboost2;
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float Shadowmask;
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float masksize;
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float MaskDark;
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float MaskLight;
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float slotmask;
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float slotwidth;
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float double_slot;
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float slotms;
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float GAMMA_IN;
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float GAMMA_OUT;
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float glow;
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float Size;
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float sat;
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float contrast;
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float nois;
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float WP;
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float inter;
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float vignette;
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float vpower;
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float vstr;
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float alloff;
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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 * 1.001;
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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 iTime (float(params.FrameCount) / 2.0)
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#define iTimer (float(params.FrameCount) / 60.0)
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vec2 Warp(vec2 pos)
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{
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pos = pos * 2.0 - 1.0;
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pos *= vec2(1.0 + (pos.y * pos.y) * global.warpx, 1.0 + (pos.x * pos.x) * global.warpy);
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return pos * 0.5 + 0.5;
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}
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float sw(vec3 x, vec3 color)
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{
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float scan = mix(global.scanlow, global.scanhigh, x.y);
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vec3 tmp = mix(vec3(global.beamlow, global.beamlow, global.beamlow),
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vec3(global.beamhigh, global.beamhigh, global.beamhigh),
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color);
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vec3 ex = x * tmp;
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return exp2(-scan * ex.y * ex.y);
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}
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vec3 mask(vec2 x, vec3 col, float l)
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{
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x = floor(x / global.masksize);
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if (global.Shadowmask == 0.0)
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{
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float m = fract(x.x * 0.4999);
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if (m < 0.4999) return vec3(1.0, global.MaskDark, 1.0);
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else return vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else if (global.Shadowmask == 1.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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float line = global.MaskLight;
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float odd = 0.0;
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if (fract(x.x / 6.0) < 0.5) odd = 1.0;
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if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
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float m = fract(x.x / 3.0);
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if (m < 0.333) Mask.b = global.MaskLight;
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else if (m < 0.666) Mask.g = global.MaskLight;
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else Mask.r = global.MaskLight;
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Mask *= line;
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return Mask;
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}
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else if (global.Shadowmask == 2.0)
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{
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float m = fract(x.x*0.3333);
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if (m < 0.3333) return vec3(global.MaskDark, global.MaskDark, global.MaskLight);
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if (m < 0.6666) return vec3(global.MaskDark, global.MaskLight, global.MaskDark);
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else return vec3(global.MaskLight, global.MaskDark, global.MaskDark);
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}
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if (global.Shadowmask == 3.0)
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{
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float m = fract(x.x * 0.5);
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if (m < 0.5) return vec3(1.0, 1.0, 1.0);
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else return vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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}
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else if (global.Shadowmask == 4.0)
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{
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vec3 Mask = vec3(col.rgb);
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float line = global.MaskLight;
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float odd = 0.0;
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if (fract(x.x / 4.0) < 0.5) odd = 1.0;
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if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark;
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float m = fract(x.x / 2.0);
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if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
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else Mask.g = 1.0;
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Mask *= line;
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return Mask;
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}
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else if (global.Shadowmask == 5.0)
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{
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vec3 Mask = vec3(1.0, 1.0, 1.0);
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if (fract(x.x / 4.0) < 0.5)
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{
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if (fract(x.y / 3.0) < 0.666)
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{
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if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
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else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else Mask *= l;
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}
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else if (fract(x.x / 4.0) >= 0.5)
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{
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if (fract(x.y / 3.0) > 0.333)
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{
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if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0);
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else Mask = vec3(global.MaskDark, 1.0, global.MaskDark);
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}
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else Mask *= l;
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}
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return Mask;
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}
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else if (global.Shadowmask == 6.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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if (fract(x.x / 6.0) < 0.5)
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{
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if (fract(x.y / 4.0) < 0.75)
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{
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if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
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else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
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else Mask.b = global.MaskLight;
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}
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else Mask * l * 0.9;
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}
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else if (fract(x.x / 6.0) >= 0.5)
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{
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if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25)
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{
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if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight;
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else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight;
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else Mask.b = global.MaskLight;
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}
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else Mask * l * 0.9;
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}
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return Mask;
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}
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else if (global.Shadowmask == 7.0)
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{
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float m = fract(x.x * 0.3333);
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if (m < 0.3333) return vec3(global.MaskDark, global.MaskLight, global.MaskLight * col.b); //Cyan
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if (m < 0.6666) return vec3(global.MaskLight * col.r, global.MaskDark, global.MaskLight); //Magenta
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else return vec3(global.MaskLight, global.MaskLight * col.g, global.MaskDark); //Yellow
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}
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else if (global.Shadowmask == 8.0)
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{
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vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark);
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float bright = global.MaskLight;
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float left = 0.0;
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if (fract(x.x / 6.0) < 0.5) left = 1.0;
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float m = fract(x.x / 3.0);
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if (m < 0.333) Mask.b = 0.9;
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else if (m < 0.666) Mask.g = 0.9;
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else Mask.r = 0.9;
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if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0)
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Mask *= bright;
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return Mask;
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}
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else return vec3(1.0, 1.0, 1.0);
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}
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float SlotMask(vec2 pos, vec3 c)
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{
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if (global.slotmask == 0.0) return 1.0;
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pos = floor(pos / global.slotms);
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float mx = pow(max(max(c.r, c.g), c.b), 1.33);
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float mlen = global.slotwidth * 2.0;
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float px = fract(pos.x / mlen);
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float py = floor(fract(pos.y / (2.0 * global.double_slot)) * 2.0 * global.double_slot);
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float slot_dark = mix(1.0 - global.slotmask, 1.0 - 0.80 * global.slotmask, mx);
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float slot = 1.0 + 0.7 * global.slotmask * (1.0 - mx);
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if (py == 0.0 && px < 0.5) slot = slot_dark;
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else if (py == global.double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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mat4 contrastMatrix(float contrast)
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{
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float t = (1.0 - global.contrast) / 2.0;
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return mat4(global.contrast, 0, 0, 0,
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0, global.contrast, 0, 0,
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0, 0, global.contrast, 0,
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t, t, t, 1);
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}
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mat3 vign(float l)
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{
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vec2 vpos = vTexCoord;
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * global.vstr;
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vig = min(pow(vig, global.vpower), 1.0);
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if (global.vignette == 0.0) vig = 1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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vec3 saturation(vec3 textureColor)
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{
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float luminance = length(textureColor.rgb) * 0.5775;
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vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1);
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if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
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+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
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luminance = dot(textureColor.rgb, luminanceWeighting);
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vec3 greyScaleColor = vec3(luminance, luminance, luminance);
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vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, global.sat));
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return res;
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}
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vec3 glow0 (vec2 texcoord, vec3 col)
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{
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vec3 sum = vec3(0.0, 0.0, 0.0);
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float blurSize = global.Size / 1024.0;
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sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y)).rgb * 0.1;
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sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x, texcoord.y)).rgb * 0.16;
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sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y)).rgb * 0.1;
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//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
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sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
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sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
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//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
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//sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.1;
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sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.1;
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sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.1;
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//sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.1;
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sum += texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize)).rgb * 0.1;
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sum += texture(Source, vec2(texcoord.x, texcoord.y - blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x, texcoord.y + blurSize)).rgb * 0.13;
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sum += texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize)).rgb * 0.1;
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return sum * global.glow;
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}
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float noise(vec2 co)
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{
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return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float corner0(vec2 coord)
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{
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coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5);
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coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, params.SourceSize.y / params.SourceSize.x);
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vec2 cdist = vec2(global.corner, global.corner);
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist) * global.smoothness, 0.0, 1.0);
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}
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const mat3 D65_to_XYZ = mat3(
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0.4306190, 0.2220379, 0.0201853,
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0.3415419, 0.7066384, 0.1295504,
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0.1783091, 0.0713236, 0.9390944);
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const mat3 XYZ_to_D65 = mat3(
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3.0628971, -0.9692660, 0.0678775,
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-1.3931791, 1.8760108, -0.2288548,
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-0.4757517, 0.0415560, 1.0693490);
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const mat3 D50_to_XYZ = mat3(
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0.4552773, 0.2323025, 0.0145457,
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0.3675500, 0.7077956, 0.1049154,
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0.1413926, 0.0599019, 0.7057489);
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const mat3 XYZ_to_D50 = mat3(
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2.9603944, -0.9787684, 0.0844874,
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-1.4678519, 1.9161415, -0.2545973,
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-0.4685105, 0.0334540, 1.4216174);
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void main()
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{
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vec2 pos = Warp(vTexCoord.xy * (params.OutputSize.xy / params.SourceSize.xy) * (params.SourceSize.xy / params.OutputSize.xy));
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vec2 tex_size = params.SourceSize.xy;
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if (global.inter < 0.5 && params.SourceSize.y > 400.0) tex_size *= 0.5;
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vec2 pC4 = (pos + 0.5 / tex_size.xy);
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vec2 fp = fract(pos * tex_size.xy);
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if (global.inter > 0.5 && params.SourceSize.y > 400.0) fp.y = 1.0;
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vec4 res = vec4(1.0, 1.0, 1.0, 1.0);
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if (global.alloff == 1.0)
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res = texture(Source, pC4);
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else
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{
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vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blurx / 1000.0)).rgb;
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vec3 sample2 = texture(Source, pC4).rgb;
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vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blurx / 1000.0)).rgb;
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vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
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sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
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sample2.b * 0.5 + sample3.b * 0.5);
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//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
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if (global.WP != 0.0)
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{
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vec3 warmer = D50_to_XYZ * color;
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warmer = XYZ_to_D65 * warmer;
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|
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vec3 cooler = D65_to_XYZ * color;
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cooler = XYZ_to_D50 * cooler;
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|
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float m = abs(global.WP) / 100.0;
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vec3 comp = (global.WP < 0.0) ? cooler : warmer;
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comp = clamp(comp, 0.0, 1.0);
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color = vec3(mix(color, comp, m));
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}
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color = pow(color, vec3(global.GAMMA_IN, global.GAMMA_IN, global.GAMMA_IN));
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|
|
|
float lum = color.r * 0.4 + color.g * 0.5 + color.b * 0.1;
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|
|
|
float f = fp.y;
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vec3 f1 = vec3(f, f, f);
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|
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color = color * sw(f1,color) + color * sw(1.0 - f1,color);
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|
|
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color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum);
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|
if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color);
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|
|
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color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b));
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|
|
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color = pow(color,vec3(1.0 / global.GAMMA_OUT));
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|
|
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if (global.glow != 0.0) color += glow0(pC4,color);
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|
if (global.sat != 1.0) color = saturation(color);
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|
if (global.corner != 0.0) color *= corner0(pC4);
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|
if (global.nois != 0.0) color *= 1.0 + noise(pC4 * 2.0) / global.nois;
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|
|
|
res = vec4(color, 1.0);
|
|
if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res;
|
|
if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
|
|
res.rgb *= vign(lum);
|
|
}
|
|
|
|
FragColor = res;
|
|
}
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