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https://github.com/italicsjenga/slang-shaders.git
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108 lines
4.1 KiB
Plaintext
Executable file
108 lines
4.1 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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uint FrameCount;
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} params;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// gamma-management.h needs to know what kind of pipeline we're using and
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// what pass this is in that pipeline. This will become obsolete if/when we
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// can #define things like this in the .cgp preset file.
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#define FIRST_PASS
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#define SIMULATE_CRT_ON_LCD
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
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#include "bind-shader-params.h"
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#include "../../../../include/gamma-management.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 tex_uv;
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layout(location = 1) out vec2 uv_step;
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layout(location = 2) out float interlaced;
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void main()
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{
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gl_Position = global.MVP * Position;
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tex_uv = TexCoord * 1.00001;
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uv_step = float2(1.0)/IN.texture_size;
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// Detect interlacing: 1.0 = true, 0.0 = false.
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const float2 _video_size = IN.video_size;
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interlaced = float(is_interlaced(_video_size.y));
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}
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 uv_step;
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layout(location = 2) in float interlaced;
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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 input_texture Source
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void main()
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{
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// Linearize the input based on CRT gamma and bob interlaced fields.
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// Bobbing ensures we can immediately blur without getting artifacts.
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// Note: TFF/BFF won't matter for sources that double-weave or similar.
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if(bool(interlace_detect))
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{
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// Sample the current line and an average of the previous/next line;
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// tex2D_linearize will decode CRT gamma. Don't bother branching:
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// const float2 tex_uv = tex_uv;
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const float2 v_step = float2(0.0, uv_step.y);
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const float3 curr_line = tex2D_linearize(
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input_texture, tex_uv).rgb;
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const float3 last_line = tex2D_linearize(
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input_texture, tex_uv - v_step).rgb;
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const float3 next_line = tex2D_linearize(
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input_texture, tex_uv + v_step).rgb;
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const float3 interpolated_line = 0.5 * (last_line + next_line);
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// If we're interlacing, determine which field curr_line is in:
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const float modulus = interlaced + 1.0;
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const float field_offset =
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fmod(params.frame_count + global.interlace_bff, modulus);
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const float curr_line_texel = tex_uv.y * IN.texture_size.y;
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// Use under_half to fix a rounding bug around exact texel locations.
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const float line_num_last = floor(curr_line_texel - under_half);
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const float wrong_field = fmod(line_num_last + field_offset, modulus);
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// Select the correct color, and output the result:
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const float3 color = lerp(curr_line, interpolated_line, wrong_field);
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FragColor = encode_output(float4(color, 1.0));
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}
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else
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{
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FragColor = encode_output(tex2D_linearize(input_texture, tex_uv));
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}
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}
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