mirror of
https://github.com/italicsjenga/slang-shaders.git
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54fb6ee4b2
Cg/HLSL have row major matrices. In GLSL/slang shaders, we have to reverse the operand order around. This shader should now be completely fixed.
175 lines
6.4 KiB
Plaintext
175 lines
6.4 KiB
Plaintext
#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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layout(location = 2) out float frame_count;
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layout(location = 3) out float frame_direction;
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layout(location = 4) out float frame_rotation;
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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;
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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 = 1) in vec2 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 2) in float frame_count;
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layout(location = 3) in float frame_direction;
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layout(location = 4) in float frame_rotation;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define PHOSPHOR 1.0
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#define VSCANLINES 0.0
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#define InputGamma 2.5
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#define OutputGamma 2.2
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#define SHARPNESS 1.0
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#define COLOR_BOOST 1.5
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#define RED_BOOST 1.0
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#define GREEN_BOOST 1.0
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#define BLUE_BOOST 1.0
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#define SCANLINES_STRENGTH 0.50
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#define BEAM_MIN_WIDTH 0.86
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#define BEAM_MAX_WIDTH 1.0
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#define CRT_ANTI_RINGING 0.8
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/*
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Hyllian's CRT Shader
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Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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// Horizontal cubic filter.
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// Some known filters use these values:
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// B = 0.0, C = 0.0 => Hermite cubic filter.
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// B = 1.0, C = 0.0 => Cubic B-Spline filter.
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// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
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// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
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// B = 0.3782, C = 0.3109 => Robidoux filter.
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// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
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// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
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// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
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// Change these params to configure the horizontal filter.
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float B = 0.0;
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float C = 0.5;
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mat4x4 invX = mat4x4(
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(-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0
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);
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void main()
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{
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vec3 color;
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vec2 TextureSize = vec2(SHARPNESS*global.SourceSize.x, global.SourceSize.y);
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vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), VSCANLINES);
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vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), VSCANLINES);
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vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5);
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vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, VSCANLINES);
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vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), VSCANLINES);
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vec3 c00 = GAMMA_IN(texture(Source, tc - dx - dy).xyz);
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vec3 c01 = GAMMA_IN(texture(Source, tc - dy).xyz);
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vec3 c02 = GAMMA_IN(texture(Source, tc + dx - dy).xyz);
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vec3 c03 = GAMMA_IN(texture(Source, tc + 2.0*dx - dy).xyz);
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vec3 c10 = GAMMA_IN(texture(Source, tc - dx ).xyz);
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vec3 c11 = GAMMA_IN(texture(Source, tc ).xyz);
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vec3 c12 = GAMMA_IN(texture(Source, tc + dx ).xyz);
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vec3 c13 = GAMMA_IN(texture(Source, tc + 2.0*dx ).xyz);
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// Get min/max samples
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vec3 min_sample = min(min(c01, c11), min(c02, c12));
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vec3 max_sample = max(max(c01, c11), max(c02, c12));
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mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
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mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
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vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
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vec3 color0 = color_matrix0 * invX_Px;
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vec3 color1 = color_matrix1 * invX_Px;
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// Anti-ringing
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vec3 aux = color0;
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color0 = clamp(color0, min_sample, max_sample);
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color0 = mix(aux, color0, CRT_ANTI_RINGING);
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aux = color1;
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color1 = clamp(color1, min_sample, max_sample);
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color1 = mix(aux, color1, CRT_ANTI_RINGING);
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float pos0 = fp.y;
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float pos1 = 1 - fp.y;
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vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color0);
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vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color1);
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vec3 d0 = clamp(pos0/(lum0 + 0.0000001), 0.0, 1.0);
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vec3 d1 = clamp(pos1/(lum1 + 0.0000001), 0.0, 1.0);
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d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
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d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
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color = clamp(color0*d0 + color1*d1, 0.0, 1.0);
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color *= COLOR_BOOST*vec3(RED_BOOST, GREEN_BOOST, BLUE_BOOST);
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float mod_factor = mix(vTexCoord.x * global.OutputSize.x * global.SourceSize.x, vTexCoord.y * global.OutputSize.y * global.SourceSize.y, VSCANLINES);
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vec3 dotMaskWeights = mix(
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vec3(1.0, 0.7, 1.0),
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vec3(0.7, 1.0, 0.7),
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floor(mod(mod_factor, 2.0)) /* Possible bug - Does mod() behave like fmod() ? */
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);
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color.rgb *= mix(vec3(1.0, 1.0, 1.0), dotMaskWeights, PHOSPHOR);
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color = GAMMA_OUT(color);
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FragColor = vec4(color, 1.0);
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}
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