add ossc like shader (#421)

* add ossc-like shader
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metallic77 2023-05-10 16:54:16 +03:00 committed by GitHub
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commit 4d12bed8bc
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2 changed files with 150 additions and 0 deletions

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scanlines/ossc.slangp Normal file
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shaders = 1
shader0 = shaders/ossc.slang
scale_type0 = viewport

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#version 450
// An OSSC-like shader
// By DariusG @May/2023
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float OVERSCAN,ASPECTx,ASPECTy, LINES, L1, L2,L3,L4,L5,TATE, HYBRID;
} params;
#pragma parameter LINES "Lines" 4.0 2.0 5.0 1.0
#define LINES params.LINES
#pragma parameter TATE "TATE mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE
#pragma parameter L1 "Line 1 Scanline Strength %" 0.25 0.0 1.0 0.01
#define L1 params.L1
#pragma parameter L2 "Line 2 Scanline Strength %" 0.0 0.0 1.0 0.01
#define L2 params.L2
#pragma parameter L3 "Line 3 Scanline Strength %" 0.0 0.0 1.0 0.01
#define L3 params.L3
#pragma parameter L4 "Line 4 Scanline Strength %" 0.4 0.0 1.0 0.01
#define L4 params.L4
#pragma parameter L5 "Line 5 Scanline Strength %" 0.5 0.0 1.0 0.01
#define L5 params.L5
#pragma parameter HYBRID "Scanline Hybrid Blend % (depend on pixel overlayed)" 0.0 0.0 1.0 0.01
#define HYBRID params.HYBRID
#pragma parameter OVERSCAN "Overscan" 0.0 0.0 1.0 1.0
#define OVERSCAN params.OVERSCAN
#pragma parameter something "--Set Retroarch Aspect to FULL--" 0.0 0.0 0.0 0.0
#pragma parameter ASPECTx "Aspect Ratio X" 4.0 1.0 32.0 1.0
#define ASPECTx params.ASPECTx
#pragma parameter ASPECTy "Aspect Ratio Y" 3.0 1.0 32.0 1.0
#define ASPECTy params.ASPECTy
#define OutputSize params.OutputSize
#define SourceSize params.SourceSize
#define OriginalSize params.OriginalSize
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;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx/(ASPECTx/ASPECTy/OutputSize.x*OutputSize.y),dy);
return pos*0.5 + 0.5;
}
float scanline5(float y, float lm)
{
float l = 1.0/LINES;
float m = fract(y*l);
if (m<l) return 1.0-L1*(1.0-lm*HYBRID);
else if (m<2.0*l) return 1.0-L2*(1.0-lm*HYBRID);
else if (m<3.0*l) return 1.0-L3*(1.0-lm*HYBRID);
else if (m<4.0*l) return 1.0-L4*(1.0-lm*HYBRID);
else return 1.0-L5*(1.0-lm*HYBRID);
}
float scanline4(float y, float lm)
{
float l = 1.0/LINES;
float m = fract(y*l);
if (m<l) return 1.0-L1*(1.0-lm*HYBRID);
else if (m<2.0*l) return 1.0-L2*(1.0-lm*HYBRID);
else if (m<3.0*l) return 1.0-L3*(1.0-lm*HYBRID);
else return 1.0-L4*(1.0-lm*HYBRID);
}
float scanline3(float y, float lm)
{
float l = 1.0/LINES;
float m = fract(y*lm);
if (m<l) return 1.0-L1*(1.0-lm*HYBRID);
else if (m<2.0*l) return 1.0-L2*(1.0-lm*HYBRID);
else return 1.0-L3*(1.0-lm*HYBRID);
}
float scanline2(float y, float lm)
{
float l = 1.0/LINES;
float m = fract(y*l);
if (m<l) return 1.0-L1*(1.0-lm*HYBRID);
else return 1.0-L2*(1.0-lm*HYBRID);
}
void main()
{
vec2 texcoord = vTexCoord.xy;
vec2 ofactor = OutputSize.xy/OriginalSize.xy;
vec2 intfactor;
if (OVERSCAN == 0.0) intfactor = floor(ofactor); else intfactor = ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
vec2 OGL2Pos = vTexCoord.xy*OutputSize.xy;
if (TATE == 1.0) OGL2Pos = vec2(OGL2Pos.y,OGL2Pos.x);
vec3 res = texture(Source, texcoord).rgb;
vec3 lumweight = vec3 (0.2126,0.7152,0.0722);
float lum = dot(res, lumweight);
if (LINES == 5.0) {res *= scanline5(OGL2Pos.y, lum);}
else if (LINES == 4.0){res *= scanline4(OGL2Pos.y,lum);}
else if (LINES == 3.0){res *= scanline3(OGL2Pos.y,lum);}
else if (LINES == 2.0){res *= scanline2(OGL2Pos.y,lum);}
FragColor = vec4(res,1.0);
}