mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
170 lines
5.4 KiB
Plaintext
170 lines
5.4 KiB
Plaintext
#version 450
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/*
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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 3 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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copyright 2022 whkrmrgks0
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*/
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layout(push_constant) uniform Push{
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float cus;
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float vstr;
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float marginv;
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float dts;
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float AAz;
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float vex;
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float capa;
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float capaiter;
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float capashape;
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float scl;
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float gma;
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float sling;
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};
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 SourceSize;
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};
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#pragma parameter cus "CRT curvature" 0.15 0.0 1.0 0.01
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#pragma parameter vstr "Vignette strength" 0.05 0.0 1.0 0.01
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#pragma parameter marginv "Display margin" 0.02 0.0 0.1 0.005
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#pragma parameter dts "Phosper size" 1.0 1.0 3.0 1.0
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#pragma parameter AAz "De-moire conv iteration" 64.0 2.0 256.0 1.0
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#pragma parameter vex "De-moire conv size" 2.0 0.0 4.0 0.1
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#pragma parameter capa "Horizontal convolution size" 1.0 0.0 4.0 0.1
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#pragma parameter capaiter "Horizontal convolution iterations" 5.0 1.0 20.0 1.0
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#pragma parameter capashape "Horizontal convololution kernel shape" 3.0 1.0 40.0 0.1
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#pragma parameter scl "Scnaline count, set 0 to match with input" 240.0 0.0 1080.0 1.0
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#pragma parameter gma "Gamma correction" 1.0 0.1 4.0 0.1
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#pragma parameter sling "line bleed" 2.0 1.0 2.0 0.1
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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 = 2) out vec2 vTexCoord;
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void main(){
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gl_Position = 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 = 2) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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#define tau 6.28318530718
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#define cr vec2(4.,0.)
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#define cb vec2(2.,0.)
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#define cg vec2(0.,0.)
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#define cw vec2(3.,1.)
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float sawtooth(float inp){
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return inp-floor(inp);
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}
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float square(float zed,float marchpoint,float floaz){
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return step(sawtooth(zed/floaz),marchpoint/floaz);
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}
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float triangle(float zed){
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return abs(sawtooth(zed+0.5)-.5)*2.;
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}
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vec2 hash22(vec2 seed){
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return fract(75.345*sin(623.3754*seed));
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}
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float grd(vec2 uv, vec2 disp){
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uv +=disp*dts;
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uv /= dts;
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return square(uv.x,2.,6.)*square(uv.y,1.,2.);
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}
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vec3 tpscany (vec3 bef,vec3 ucj,vec3 dcj,float temp){
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vec3 scan = vec3(.0);
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scan += max((triangle(temp)-1.+(bef*sling)),.0);
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scan += max((clamp(.0,1.,temp*2.-1.)-2.)+(ucj*sling),.0);
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scan += max((clamp(.0,1.,-(temp*2.-1.))-2.)+(dcj*sling),.0);
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return scan/(sling*0.5);
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}
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void pinc(vec2 uv, inout vec2 uv2, inout float mxbf, inout float vign, float ar){
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uv2 = (uv*vec2(2.)-vec2(1.))*vec2((1.+marginv),(1.+marginv*ar));
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uv2 = vec2(uv2.x/(cos(abs(uv2.y*cus)*tau/4.)),uv2.y/(cos(abs(uv2.x*cus*ar)*tau/4.)));
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vec2 uvbef = abs(uv2)-vec2(1.);//boarder
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mxbf = max(uvbef.x,uvbef.y);
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vign = max(uvbef.x*uvbef.y,.0);
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uv2 = (uv2+vec2(1.))*vec2(.5);//recoordination
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}
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float scimpresp(float range){//scanline IR
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return sin(pow(range,capashape)*tau)+1.;
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}
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void main(){
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vec2 uv2;
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float mxbf, vign;
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float scanline = (1.-min(scl,1.))*SourceSize.y+scl;
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vec2 ratd = vTexCoord*OutputSize.xy;
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vec2 uv = vTexCoord;
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pinc(uv,uv2,mxbf,vign,OutputSize.x/OutputSize.y);
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vec2 nuv = uv2;
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vec2 nuvyud = vec2(floor(nuv.y*scanline-1.)/scanline,floor(nuv.y*scanline+1.)/scanline);
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nuv.y = floor(nuv.y*scanline)/scanline;
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vec3 bef = vec3(.0);
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vec3 ucj = vec3(.0);
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vec3 dcj = vec3(.0);
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float capatemp, capainteg = .0;
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for(float i=-capaiter/2.;i<=capaiter/2.;i++){
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capatemp = scimpresp((i+capaiter/2.)/capaiter);
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capainteg += capatemp;
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bef += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuv.y)).xyz*capatemp;
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ucj += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuvyud.y)).xyz*capatemp;
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dcj += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuvyud.x)).xyz*capatemp;
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}
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dcj /= capainteg;
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bef /= capainteg;
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ucj /= capainteg;
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vec3 scan =vec3(.0);
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float temp;
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float snippet;
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float integral = .0;
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for(float i = -AAz/2.; i<=AAz/2. ;i++){
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snippet = (AAz/2.-abs(i))/AAz/2.;
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integral += snippet;
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temp = sawtooth(uv2.y*scanline);
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scan += tpscany(bef,ucj,dcj,temp+(i/AAz*2.)*vex/OutputSize.y*scanline)*snippet;//antimoire convololution
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}
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scan /= integral;
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float brd = step(mxbf,.0);
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vign = pow(vign,vstr);
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vec3 grid = vec3(grd(ratd,cr),grd(ratd,cg),grd(ratd,cb));
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grid += vec3(grd(ratd,cr+cw),grd(ratd,cg+cw),grd(ratd,cb+cw));
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float mask = brd*vign;
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scan /= sling;
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scan = pow(scan,vec3(0.5));
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scan = pow(scan,vec3(1.+1./3.));
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scan = pow(scan,vec3(gma));
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vec3 grided = scan*grid*3.;
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vec3 final = min(vec3(mix(grided,scan,scan)),vec3(1.))*mask;
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FragColor = vec4(final,1.);
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}
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