Update zfast_crt_composite.glsl (#236)

* Update zfast-composite.glslp

* Update zfast_crt_composite.glsl

Update to be somewhat of a "light" version of crt-consumer.
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metallic77 2023-07-09 03:42:02 +03:00 committed by GitHub
parent 53b773f4e9
commit 7b68c0d0e9
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2 changed files with 64 additions and 31 deletions

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@ -2,17 +2,16 @@
zfast_crt - A very simple CRT shader.
Copyright (C) 2017 Greg Hogan (SoltanGris42)
edited by metallic 77.
edited by metallic 77.
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.
*/
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
@ -21,16 +20,19 @@
#endif
// Parameter lines go here:
#pragma parameter blurx "Convergence X-Axis" 0.45 -2.0 2.0 0.05
#pragma parameter blury "Convergence Y-Axis" -0.15 -2.0 2.0 0.05
#pragma parameter Curvature "Curvature" 1.0 0.0 1.0 1.0
#pragma parameter blurx "Convergence X-Axis" 0.85 -2.0 2.0 0.05
#pragma parameter blury "Convergence Y-Axis" -0.10 -2.0 2.0 0.05
#pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Dark)" 0.4 0.0 1.0 0.05
#pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (Bright)" 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 2.0 0.05
#pragma parameter FLICK "Flicker" 10.0 0.0 50.0 1.0
#pragma parameter FLICK "Flicker" 6.0 0.0 50.0 1.0
#define pi 3.14159
#define scale vec4(TextureSize/InputSize,InputSize/TextureSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
@ -42,6 +44,8 @@ uniform COMPAT_PRECISION float MASK_DARK;
uniform COMPAT_PRECISION float MASK_FADE;
uniform COMPAT_PRECISION float sat;
uniform COMPAT_PRECISION float FLICK;
uniform COMPAT_PRECISION float Curvature;
uniform COMPAT_PRECISION float TYPE;
#else
@ -53,7 +57,8 @@ uniform COMPAT_PRECISION float FLICK;
#define MASK_FADE 0.8
#define sat 1.0
#define FLICK 0.0
#define Curvature 1.0
#define TYPE 0.0
#endif
#if defined(VERTEX)
@ -99,9 +104,9 @@ uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy*1.0001;
maskFade = 0.3333*MASK_FADE;
omega = 2.0*pi*TextureSize.y;
TEX0.xy = TexCoord.xy*1.0001;
maskFade = 0.3333*MASK_FADE;
omega = 2.0*pi*TextureSize.y;
}
#elif defined(FRAGMENT)
@ -152,12 +157,36 @@ COMPAT_VARYING float omega;
#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 = TEX0.xy;
float cent = floor(TEX0.y*TextureSize.y)+0.5;
vec2 pos,corn;
if (Curvature == 1.0)
{
pos = Warp(TEX0.xy*(scale.xy));
corn = min(pos,vec2(1.0)-pos); // This is used to mask the rounded
corn.x = 0.00001/corn.x; // corners later on
pos *= scale.zw;
}
else pos = vTexCoord;
float OGL2Pos = pos.y*TextureSize.y;
float cent = floor(OGL2Pos)+0.5;
float ycoord = cent*SourceSize.w;
pos = vec2(TEX0.x,ycoord);
ycoord = mix(pos.y,ycoord,0.6);
pos = vec2(pos.x,ycoord);
vec3 sample1 = sin(iTimer)*flicker + COMPAT_TEXTURE(Source,vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
vec3 sample2 = 0.5*COMPAT_TEXTURE(Source,pos).rgb;
vec3 sample3 = sin(iTimer)*flicker + COMPAT_TEXTURE(Source,vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
@ -165,25 +194,34 @@ void main()
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 lum = dot(colour,lumweight);
float lumsat = dot(colour,lumweight);
vec3 graycolour = vec3(lum);
vec3 graycolour = vec3(lumsat);
colour = vec3(mix(graycolour,colour.rgb,sat));
float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b));
float scanLine = SCANAMOUNT * sin(fract(TEX0.y*TextureSize.y)*3.14159)+1.0-SCANAMOUNT;
if (InputSize.y > 400.0) scanLine = 1.0;
float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b));
float whichmask = fract(gl_FragCoord.x*0.4999);
float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
if (InputSize.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(gl_FragCoord.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);
colour *= colour;
colour.rgb *= mix(mask*scanLine, scanLine, dot(colour.rgb,vec3(maskFade)));
colour = sqrt(colour);
FragColor.rgb = colour.rgb;
}
#endif

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@ -1,8 +1,3 @@
shaders = "1"
shader0 = "shaders/zfast_crt_composite.glsl"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"