mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
164 lines
5 KiB
Plaintext
164 lines
5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Hyllian's CRT Shader
|
|
with cgwg's magenta/green dotmask
|
|
ported to GLSL/SLANG by DariusG & hunterk
|
|
|
|
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
float MASK_INTENSITY;
|
|
float InputGamma;
|
|
float OutputGamma;
|
|
float BRIGHTBOOST;
|
|
float SCANLINES;
|
|
float SHARPER;
|
|
} params;
|
|
|
|
// Parameter lines go here:
|
|
|
|
|
|
#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
|
|
#define MASK_INTENSITY params.MASK_INTENSITY
|
|
|
|
#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1
|
|
#define InputGamma params.InputGamma
|
|
|
|
#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
|
|
#define OutputGamma params.OutputGamma
|
|
|
|
#pragma parameter BRIGHTBOOST "BRIGHT BOOST" 1.5 0.0 2.0 0.1
|
|
#define BRIGHTBOOST params.BRIGHTBOOST
|
|
|
|
#pragma parameter SCANLINES "SCANLINES STRENGTH" 0.72 0.0 1.0 0.02
|
|
#define SCANLINES params.SCANLINES
|
|
|
|
#pragma parameter SHARPER "SHARPER" 0.0 0.0 1.0 1.0
|
|
#define SHARPER params.SHARPER
|
|
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} global;
|
|
|
|
#define SourceSize global.SourceSize
|
|
#define TextureSize SourceSize.xy
|
|
#define InputSize global.OriginalSize.xy
|
|
#define COMPAT_TEXTURE texture
|
|
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
|
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
|
|
|
|
|
|
#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 vec2 ps;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vec2 tex_size = vec2(TextureSize.x, TextureSize.y);
|
|
ps = 1.0/tex_size;
|
|
vTexCoord.xy = TexCoord.xy + ps * vec2(-0.49999, 0.0);
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 ps;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void main()
|
|
{
|
|
vec2 dx = vec2(ps.x, 0.0);
|
|
vec2 dy = vec2(0.0, ps.y);
|
|
|
|
vec2 tc = (floor(vTexCoord.xy * SourceSize.xy) + vec2(0.49999, 0.49999)) / SourceSize.xy;
|
|
|
|
vec2 fp = fract(vTexCoord.xy * SourceSize.xy);
|
|
|
|
vec3 c10 = COMPAT_TEXTURE(Source, tc - dx).xyz;
|
|
vec3 c11 = COMPAT_TEXTURE(Source, tc ).xyz;
|
|
vec3 c12 = COMPAT_TEXTURE(Source, tc + dx).xyz;
|
|
vec3 c13 = COMPAT_TEXTURE(Source, tc + 2.0 * dx).xyz;
|
|
|
|
vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
|
|
|
|
vec4 InvX = vec4(0.0);
|
|
|
|
|
|
if (SHARPER == 0.0) {
|
|
// Horizontal cubic filter - "Catrom"
|
|
InvX.x = dot(vec4( -0.5, 1.0, -0.5, 0.0), lobes);
|
|
InvX.y = dot(vec4( 1.5,-2.5, 0.0, 1.0), lobes);
|
|
InvX.z = dot(vec4( -1.5, 2.0, 0.5, 0.0), lobes);
|
|
InvX.w = dot(vec4( 0.5,-0.5, 0.0, 0.0), lobes);
|
|
}
|
|
|
|
else if (SHARPER == 1.0) {
|
|
// Swith to "Hermite" - Sharper, smoothed bilinear
|
|
InvX.x = dot(vec4( 0.0, 0.0, 0.0, 0.0), lobes);
|
|
InvX.y = dot(vec4( 2.0,-3.0, 0.0, 1.0), lobes);
|
|
InvX.z = dot(vec4( -2.0, 3.0, 0.0, 0.0), lobes);
|
|
InvX.w = dot(vec4( 0.0, 0.0, 0.0, 0.0), lobes);
|
|
}
|
|
|
|
|
|
|
|
vec3 color = InvX.x*c10.xyz;
|
|
color+= InvX.y*c11.xyz;
|
|
color+= InvX.z*c12.xyz;
|
|
color+= InvX.w*c13.xyz;
|
|
|
|
|
|
color = GAMMA_IN(color);
|
|
|
|
float pos1 = 1.5-SCANLINES - abs(fp.y - 0.5);
|
|
float d1 = max(0.0, min(1.0, pos1));
|
|
float d = d1*d1*(3.0+BRIGHTBOOST - (2.0*d1));
|
|
|
|
color = color*d;
|
|
|
|
// dotmask
|
|
float mod_factor = vTexCoord.x * global.OutputSize.x;
|
|
vec4 dotMaskWeights = mix(
|
|
vec4(1.0, 1.0-MASK_INTENSITY, 1.0, 1.),
|
|
vec4(1.0-MASK_INTENSITY, 1.0, 1.0-MASK_INTENSITY, 1.),
|
|
floor(mod(mod_factor, 2.0))
|
|
);
|
|
color *=vec3(dotMaskWeights.x,dotMaskWeights.y,dotMaskWeights.z);
|
|
|
|
color = GAMMA_OUT(color);
|
|
FragColor = vec4(color.r, color.g, color.b, 1.0);
|
|
}
|