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crt/crt-1tap.slangp
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crt/crt-1tap.slangp
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shaders = 1
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shader0 = shaders/crt-1tap.slang
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filter_linear0 = true
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scale_type0 = viewport
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scale_x0 = 1.0
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scale_y0 = 1.0
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float_framebuffer0 = true
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102
crt/shaders/crt-1tap.slang
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crt/shaders/crt-1tap.slang
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#version 450
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/*
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crt-1tap v1.0 by fishku
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Copyright (C) 2023
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Public domain license
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Extremely fast and lightweight dynamic scanline shader.
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Contrasty and sharp output. Easy to configure.
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Can be combined with other shaders.
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How it works: Uses a single texture "tap" per pixel, hence the name.
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Exploits bilinear interpolation plus local coordinate distortion to shape
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the scanline. A pseudo-sigmoid function with a configurable slope at the
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inflection point is used to control horizontal smoothness.
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Uses a clamped linear function to anti-alias the edge of the scanline while
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avoiding further branching. The final thickness is shaped with a gamma-like
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operation to control overall image contrast.
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The scanline subpixel position can be controlled to achieve the best
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sharpness and uniformity of the output given different input sizes, e.g.,
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for even and odd integer scaling.
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Changelog:
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v1.0: Initial release.
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*/
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// clang-format off
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#pragma parameter MIN_THICK "MIN_THICK: Scanline thickness of dark pixels." 0.3 0.0 1.4 0.05
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#pragma parameter MAX_THICK "MAX_THICK: Scanline thickness of bright pixels." 1.05 0.0 1.4 0.05
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#pragma parameter V_SHARP "V_SHARP: Vertical sharpness of the scanline" 0.2 0.0 1.0 0.05
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#pragma parameter H_SHARP "H_SHARP: Horizontal sharpness of pixel transitions." 0.15 0.0 1.0 0.05
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#pragma parameter SUBPX_POS "SUBPX_POS: Scanline subpixel position." 0.05 -0.5 0.5 0.01
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#pragma parameter THICK_FALLOFF "THICK_FALLOFF: Reduction of thinner scanlines." 0.65 0.2 2.0 0.05
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// clang-format on
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layout(push_constant) uniform Push {
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vec4 OutputSize;
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vec4 SourceSize;
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float MIN_THICK;
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float MAX_THICK;
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float V_SHARP;
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float H_SHARP;
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float SUBPX_POS;
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float THICK_FALLOFF;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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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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void main() {
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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void main() {
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float src_x_int;
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const float src_x_fract =
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modf(vTexCoord.x * param.SourceSize.x - 0.5f, src_x_int);
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float src_y_int;
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const float src_y_fract =
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modf(vTexCoord.y * param.SourceSize.y - param.SUBPX_POS, src_y_int);
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// Function similar to smoothstep and sigmoid.
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const float s = sign(src_x_fract - 0.5f);
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const float o = (1.0f + s) * 0.5f;
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const float src_x =
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src_x_int + o -
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0.5f * s *
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pow(2.0f * (o - s * src_x_fract), mix(1.5f, 10.0f, param.H_SHARP));
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const vec4 signal =
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texture(Source, vec2((src_x + 0.5f) * param.SourceSize.z,
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(src_y_int + 0.5f) * param.SourceSize.w));
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// Vectorize operations for speed.
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const float eff_v_sharp = 5.0f + 100.0f * param.V_SHARP * param.V_SHARP;
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const vec4 min_thick = {param.MIN_THICK, param.MIN_THICK, param.MIN_THICK,
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param.MIN_THICK};
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const vec4 max_thick = {param.MAX_THICK, param.MAX_THICK, param.MAX_THICK,
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param.MAX_THICK};
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const vec4 thick_falloff = {param.THICK_FALLOFF, param.THICK_FALLOFF,
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param.THICK_FALLOFF, param.THICK_FALLOFF};
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FragColor =
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signal * clamp(eff_v_sharp * ((pow(mix(min_thick, max_thick, signal),
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thick_falloff) *
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0.5f) -
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abs(src_y_fract - 0.5f)),
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0.0f, 1.0f);
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}
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