mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-12-02 04:11:30 +11:00
89530c1dec
* some ports from glsl * add ntsc-feather * Add files via upload * Rename ntsc/shaders/ntsc-feather.slang to ntsc/shaders/ntsc-simple/ntsc-feather.slang * Update zfast_crt_composite.slang 1:1 with GLSL
157 lines
4.8 KiB
Plaintext
157 lines
4.8 KiB
Plaintext
#version 450
|
|
/*
|
|
zfast_crt - A very simple CRT shader.
|
|
|
|
Copyright (C) 2017 Greg Hogan (SoltanGris42)
|
|
edited by metallic 77.
|
|
ported to slang by gregoricavichioli & hunterk.
|
|
|
|
This program is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License as published by the Free
|
|
Software Foundation; either version 2 of the License, or (at your option)
|
|
any later version.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat, FLICK,TYPE,Curvature;
|
|
} params;
|
|
|
|
#pragma parameter Curvature "Curvature" 1.0 0.0 1.0 1.0
|
|
#pragma parameter blurx "Convergence X-Axis" 0.85 -1.0 2.0 0.05
|
|
#pragma parameter blury "Convergence Y-Axis" -0.10 -1.0 1.0 0.05
|
|
#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.4 0.0 1.0 0.05
|
|
#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.3 0.0 1.0 0.05
|
|
#pragma parameter TYPE "Mask Type" 0.0 0.0 1.0 1.0
|
|
#pragma parameter MASK_DARK "Mask Effect Amount" 0.3 0.0 1.0 0.05
|
|
#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.7 0.0 1.0 0.05
|
|
#pragma parameter sat "Saturation" 1.0 0.0 3.0 0.05
|
|
#pragma parameter FLICK "Flicker" 10.0 0.0 50.0 1.0
|
|
|
|
|
|
#define pi 3.14159
|
|
#define blurx params.blurx
|
|
#define blury params.blury
|
|
#define HIGHSCANAMOUNT1 params.HIGHSCANAMOUNT1
|
|
#define HIGHSCANAMOUNT2 params.HIGHSCANAMOUNT2
|
|
#define BRIGHTBOOST params.BRIGHTBOOST
|
|
#define MASK_DARK params.MASK_DARK
|
|
#define MASK_FADE params.MASK_FADE
|
|
#define sat params.sat
|
|
#define FLICK params.FLICK
|
|
#define Curvature params.Curvature
|
|
#define TYPE params.TYPE
|
|
|
|
#define SourceSize params.SourceSize
|
|
#define OriginalSize params.OriginalSize
|
|
#define OutputSize params.OutputSize
|
|
#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy)
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out float maskFade;
|
|
layout(location = 2) out float omega;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord*1.0001;
|
|
maskFade = 0.3333*MASK_FADE;
|
|
omega = 2.0*pi*SourceSize.y;
|
|
}
|
|
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float maskFade;
|
|
layout(location = 2) in float omega;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#define blur_y blury/(SourceSize.y*2.0)
|
|
#define blur_x blurx/(SourceSize.x*2.0)
|
|
#define iTimer (float(params.FrameCount)*2.0)
|
|
#define flicker FLICK/1000.0
|
|
|
|
// Distortion of scanlines, and end of screen alpha.
|
|
vec2 Warp(vec2 pos)
|
|
{
|
|
pos = pos*2.0-1.0;
|
|
pos *= vec2(1.0 + (pos.y*pos.y)*0.03, 1.0 + (pos.x*pos.x)*0.05);
|
|
|
|
return pos*0.5 + 0.5;
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 pos,corn;
|
|
if (Curvature == 1.0)
|
|
{
|
|
pos = Warp(vTexCoord.xy);
|
|
corn = min(pos,vec2(1.0)-pos); // This is used to mask the rounded
|
|
corn.x = 0.00001/corn.x; // corners later on
|
|
|
|
}
|
|
|
|
else pos = vTexCoord;
|
|
float OGL2Pos = pos.y*SourceSize.y;
|
|
float cent = floor(OGL2Pos)+0.5;
|
|
float ycoord = cent*SourceSize.w;
|
|
ycoord = mix(pos.y,ycoord,0.6);
|
|
pos = vec2(pos.x,ycoord);
|
|
|
|
|
|
vec3 sample1 = sin(iTimer)*flicker + texture(Source,vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
|
|
vec3 sample2 = 0.5*texture(Source,pos).rgb;
|
|
vec3 sample3 = sin(iTimer)*flicker + texture(Source,vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
|
|
|
|
vec3 colour = vec3 (sample1.r*0.5 + sample2.r,
|
|
sample1.g*0.25 + sample2.g + sample3.g*0.25,
|
|
sample2.b + sample3.b*0.5);
|
|
|
|
vec3 interl = colour;
|
|
vec3 lumweight=vec3(0.22,0.71,0.07);
|
|
float lumsat = dot(colour,lumweight);
|
|
|
|
vec3 graycolour = vec3(lumsat);
|
|
colour = vec3(mix(graycolour,colour.rgb,sat));
|
|
|
|
float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b));
|
|
|
|
|
|
if (OriginalSize.y > 400.0) {
|
|
colour ;
|
|
}
|
|
else {
|
|
colour *= SCANAMOUNT * sin(fract(OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
|
colour *= SCANAMOUNT * sin(fract(1.0-OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
|
colour *= SCANAMOUNT * sin(fract(1.0+OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
|
}
|
|
|
|
float steps; if (TYPE == 0.0) steps = 0.5; else steps = 0.3333;
|
|
float whichmask = fract(vTexCoord.x*OutputSize.x*steps);
|
|
float mask = 1.0 + float(whichmask < steps) * -MASK_DARK;
|
|
|
|
colour.rgb = mix(mask*colour, colour, dot(colour.rgb,vec3(maskFade)));
|
|
|
|
if (Curvature == 1.0 && corn.y < corn.x || Curvature == 1.0 && corn.x < 0.00001 )
|
|
colour = vec3(0.0);
|
|
|
|
FragColor.rgb = colour.rgb;
|
|
}
|