mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
361 lines
12 KiB
C++
361 lines
12 KiB
C++
//functions
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#define PI 3.14159265359
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const vec3 MOD3 = vec3(443.8975, 397.2973, 491.1871);
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float fmod(float a, float b) {
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const float c = fract(abs(a / b)) * abs(b);
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if (a < 0)
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return -c;
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else
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return c;
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}
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vec3 bms(vec3 c1, vec3 c2){ return 1.0- (1.0-c1)*(1.0-c2); }
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float bms(float c1, float c2){ return 1.0- (1.0-c1)*(1.0-c2); }
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//turns sth on and off //a - how often
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float onOff(float a, float b, float c, float t)
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{
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return step(c, sin(t + a*cos(t*b)));
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}
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float hash( float n ){ return fract(sin(n)*43758.5453123); }
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float hash12(vec2 p){
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vec3 p3 = fract(vec3(p.xyx) * MOD3);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract(p3.x * p3.z * p3.y);
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}
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vec2 hash22(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * MOD3);
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p3 += dot(p3.zxy, p3.yzx+19.19);
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return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
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}
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//random hash
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vec4 hash42(vec2 p)
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{
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vec4 p4 = fract(vec4(p.xyxy) * vec4(443.8975,397.2973, 491.1871, 470.7827));
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p4 += dot(p4.wzxy, p4 + 19.19);
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return fract(vec4(p4.x * p4.y, p4.x*p4.z, p4.y*p4.w, p4.x*p4.w));
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}
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float niq( in vec3 x ){
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const vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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const float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(mix( mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
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mix( mix( hash(n+113.0), hash(n+114.0),f.x),
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mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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}
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float filmGrain(vec2 uv, float t, float c )
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{
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//cheap noise - is ok atm
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return pow(hash12( uv + 0.07*fract( t ) ), 3);
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}
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vec2 n4rand_bw( vec2 p, float t, float c )
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{
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t = fract( t );//that's why its sort of twitching
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vec2 nrnd0 = hash22( p + 0.07*t );
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c = 1.0 / (10.0*c); //iMouse.y / iResolution.y
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return pow(nrnd0, vec2(c,c)); //TODO try to invert 1-...
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}
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float scanLines(vec2 p, float t)
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{
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//cheap (maybe make an option later)
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// float scanLineWidth = 0.26;
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// float scans = 0.5*(cos((p.y*screenLinesNum+t+.5)*2.0*PI) + 1.0);
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// if(scans>scanLineWidth) scans = 1.; else scans = 0.;
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float t_sl = 0.0;
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//if lines aren't floating -> scanlines also shudn't
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if (VHS_LinesFloat) {
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t_sl = t*linesFloatSpeed;
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}
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//expensive but better
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float scans = 0.5*(cos( (p.y*(screenLinesNum * 0.5)+t_sl)*2.0*PI) + 1.0);
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scans = pow(scans, scanLineWidth);
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return 1.0 - scans;
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}
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float gcos(vec2 uv, float s, float p)
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{
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return (cos( uv.y * PI * 2.0 * s + p)+1.0)*0.5;
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}
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//mw - maximum width
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//wcs = widthChangeSpeed
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//lfs = line float speed = .5
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//lf phase = line float phase = .0
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vec2 stretch(vec2 uv, float t, float mw, float wcs, float lfs, float lfp){
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const float SLN = screenLinesNum; //TODO use only SLN
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//width change
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const float tt = t*wcs; //widthChangeSpeed
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const float t2 = tt-fmod(tt, 0.5);
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//float dw = hash42( vec2(0.01, t2) ).x ; //on t and not on y
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float w = gcos(uv, 2.0*(1.0-fract(t2)), PI-t2) * clamp( gcos(uv, fract(t2), t2) , 0.5, 1.0);
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//w = clamp(w,0.,1.);
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w = floor(w*mw)/mw;
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w *= mw;
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//get descreete line number
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float ln = (1.0-fract(t*lfs + lfp)) *screenLinesNum;
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ln = ln - fract(ln);
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// float ln = (1.-fmod(t*lfs + lfp, 1.))*SLN;
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// ln = ln - fmod(ln, 1.); //descreete line number
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//ln = 10.;
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//w = 4.;
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//////stretching part///////
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const float oy = 1.0/SLN; //TODO global
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const float sh2 = 1.0 - fmod(ln, w)/w; // shift 0..1
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// #if VHS_LINESFLOAT_ON
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// float sh = fmod(t, 1.);
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// uv.y = floor( uv.y *SLN +sh )/SLN - sh/SLN;
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// #else
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// uv.y = floor( uv.y *SLN )/SLN;
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// #endif
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// uv.y = floor( uv.y *SLN )/SLN ;
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const float slb = SLN / w; //screen lines big
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//TODO finish
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// #if VHS_LINESFLOAT_ON
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// if(uv.y<oy*ln && uv.y>oy*(ln-w)) ////if(uv.y>oy*ln && uv.y<oy*(ln+w))
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// uv.y = floor( uv.y*slb +sh2 +sh )/slb - (sh2-1.)/slb - sh/slb;
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// #else
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if(uv.y<oy*ln && uv.y>oy*(ln-w)) ////if(uv.y>oy*ln && uv.y<oy*(ln+w))
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uv.y = floor( uv.y*slb +sh2 )/slb - (sh2-1.0)/slb ;
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// #endif
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return uv;
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}
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float rnd_rd(vec2 co)
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{
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return fract(sin(fmod(dot(co.xy ,vec2(12.9898,78.233)),3.14)) * 43758.5453);
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}
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//DANG WINDOWS
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vec3 rgb2yiq(vec3 c)
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{
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return vec3(
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0.2989*c.x + 0.5959*c.y + 0.2115*c.z,
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0.5870*c.x - 0.2744*c.y - 0.5229*c.z,
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0.1140*c.x - 0.3216*c.y + 0.3114*c.z);
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}
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vec3 yiq2rgb(vec3 c)
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{
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return vec3(
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1.0*c.x +1.0*c.y +1.0*c.z,
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0.956*c.x - 0.2720*c.y - 1.1060*c.z,
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0.6210*c.x - 0.6474*c.y + 1.7046*c.z);
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}
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//rgb distortion
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vec3 rgbDistortion(vec2 uv, float magnitude, float t)
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{
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magnitude *= 0.0001; // float magnitude = 0.0009;
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vec3 offsetX = vec3( uv.x, uv.x, uv.x );
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offsetX.r += rnd_rd(vec2(t*0.03,uv.y*0.42)) * 0.001 + sin(rnd_rd(vec2(t*0.2, uv.y)))*magnitude;
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offsetX.g += rnd_rd(vec2(t*0.004,uv.y*0.002)) * 0.004 + sin(t*9.0)*magnitude;
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// offsetX.b = uv.y + rnd_rd(vec2(cos(t*0.01),sin(uv.y)))*magnitude;
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// offsetX.b = uv.y + rand_rd(vec2(cos(t*0.01),sin(uv.y)))*magnitude;
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vec3 col = vec3(0.0, 0.0, 0.0);
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//it cud be optimized / but hm
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col.x = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.r, uv.y) ).rgb ).x;
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col.y = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.g, uv.y) ).rgb ).y;
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col.z = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.b, uv.y) ).rgb ).z;
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col = yiq2rgb(col);
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return col;
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}
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float rndln(vec2 p, float t)
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{
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float sample_ln = rnd_rd(vec2(1.0,2.0*cos(t))*t*8.0 + p*1.0).x;
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sample_ln *= sample_ln;//*sample;
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return sample_ln;
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}
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float lineNoise(vec2 p, float t)
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{
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float n = rndln(p* vec2(0.5,1.0) + vec2(1.0,3.0), t)*20.0;
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float freq = abs(sin(t)); //1.
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float c = n*smoothstep(fmod(p.y*4.0 + t/2.0+sin(t + sin(t*0.63)),freq), 0.0,0.95);
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return c;
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}
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// 3d noise function (iq's)
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float n( in vec3 x )
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{
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const vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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const float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(mix(mix( hash(n+0.0), hash(n+1.0),f.x),
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y),
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mix( mix( hash(n+113.0), hash(n+114.0),f.x),
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mix( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z);
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}
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float tapeNoiseLines(vec2 p, float t){
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//so atm line noise is depending on hash for int values
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//i gotta rewrite to for hash for 0..1 values
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//then i can use normilized p for generating lines
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const float y = p.y*_ScreenParams.y;
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const float s = t*2.0;
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return (niq( vec3(y*0.01 +s, 1.0, 1.0) ) + 0.0)
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*(niq( vec3(y*0.011+1000.0+s, 1.0, 1.0) ) + 0.0)
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*(niq( vec3(y*0.51+421.0+s, 1.0, 1.0) ) + 0.0)
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;
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}
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float tapeNoise(float nl, vec2 p, float t){
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//TODO custom adjustable density (Probability distribution)
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// but will be expensive (atm its ok)
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//atm its just contrast noise
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//this generates noise mask
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float nm = hash12( fract(p+t*vec2(0.234,0.637)) )
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// *hash12( fract(p+t*vec2(0.123,0.867)) )
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// *hash12( fract(p+t*vec2(0.441,0.23)) );
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;
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nm = pow(nm, 4) +0.3; //cheap and ok
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//nm += 0.3 ; //just bit brighter or just more to threshold?
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nl*= nm; // put mask
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// nl += 0.3; //Value add .3//
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if(nl<tapeNoiseTH) nl = 0.0; else nl =1.0; //threshold
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return nl;
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}
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vec2 twitchVertical(float freq, vec2 uv, float t){
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float vShift = 0.4*onOff(freq,3.0,0.9, t);
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vShift*=(sin(t)*sin(t*20.0) + (0.5 + 0.1*sin(t*200.0)*cos(t)));
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uv.y = fmod(uv.y + vShift, 1.0);
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return uv;
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}
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vec2 twitchHorizonal(float freq, vec2 uv, float t){
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uv.x += sin(uv.y*10.0 + t)/250.0*onOff(freq,4.0,0.3, t)*(1.0+cos(t*80.0))*(1.0/(1.0+20.0*(uv.y-fmod(t/4.0,1.0))*(uv.y-fmod(t/4.0, 1.0))));
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return uv;
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}
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//all that shit is for postVHS"Pro"_First - end
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//all that shit is for postVHS"Pro"_Second
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//size 1.2, bend 2.
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vec2 fishEye(vec2 uv, float size, float bend)
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{
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if (!VHS_FishEye_Hyperspace){
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uv -= vec2(0.5,0.5);
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uv *= size*(1.0/size+bend*uv.x*uv.x*uv.y*uv.y);
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uv += vec2(0.5,0.5);
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}
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if (VHS_FishEye_Hyperspace){
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//http://paulbourke.net/miscellaneous/lenscorrection/
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const float prop = _ScreenParams.x / _ScreenParams.y;
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const vec2 m = vec2(0.5, 0.5 / prop);
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const vec2 d = (uv*_ScreenParams.xy) /_ScreenParams.x - m;
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const float r = sqrt(dot(d, d));
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float bind;
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float power = ( 2.0 * 3.141592 / (2.0 * sqrt(dot(m, m))) ) *
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(bend/50.0 - 0.5); //amount of effect
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if (power > 0.0) bind = sqrt(dot(m, m));//stick to corners
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else {if (prop < 1.0) bind = m.x; else bind = m.x;}//stick to borders
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if (power > 0.0) //fisheye
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uv = m + normalize(d) * tan(r * power) * bind / tan( bind * power);
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else if (power < 0.0) //antifisheye
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uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
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else uv = (uv*_ScreenParams.xy) /_ScreenParams.x;
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uv.y *= prop;
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}
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//adjust size
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// uv -= vec2(0.5,0.5);
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// uv *= size;
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// uv += vec2(0.5,0.5);
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return uv;
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}
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//pulse vignette
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float vignette(vec2 uv, float t)
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{
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const float vigAmt = 2.5+0.1*sin(t + 5.0*cos(t*5.0));
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float c = (1.0-vigAmt*(uv.y-0.5)*(uv.y-0.5))*(1.0-vigAmt*(uv.x-0.5)*(uv.x-0.5));
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c = pow(abs(c), vignetteAmount); //expensive!
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return c;
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}
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vec3 t2d(vec2 p)
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{
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return rgb2yiq( texture (SamplerColorVHS, p ).rgb );
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}
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vec3 yiqDist(vec2 uv, float m, float t)
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{
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m *= 0.0001; // float m = 0.0009;
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vec3 offsetX = vec3( uv.x, uv.x, uv.x );
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offsetX.r += rnd_rd(vec2(t*0.03, uv.y*0.42)) * 0.001 + sin(rnd_rd(vec2(t*0.2, uv.y)))*m;
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offsetX.g += rnd_rd(vec2(t*0.004,uv.y*0.002)) * 0.004 + sin(t*9.0)*m;
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// offsetX.b = uv.y + rnd_rd(vec2(cos(t*0.01),sin(uv.y)))*m;
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// offsetX.b = uv.y + rand_rd(vec2(cos(t*0.01),sin(uv.y)))*m;
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vec3 signal = vec3(0.0, 0.0, 0.0);
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//it cud be optimized / but hm
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signal.x = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.r, uv.y) ).rgb ).x;
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signal.y = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.g, uv.y) ).rgb ).y;
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signal.z = rgb2yiq( texture( SamplerColorVHS, vec2(offsetX.b, uv.y) ).rgb ).z;
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// signal = yiq2rgb(col);
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return signal;
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}
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#define fixCoord (p - vec2( 0.5 * PixelSize.x, .0))
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#define fetch_offset(offset, one_x) t2d(fixCoord + vec2( (offset) * (ONE_X), 0.0));
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vec3 bm_screen(vec3 a, vec3 b){ return 1.0- (1.0-a)*(1.0-b); } |