diff --git a/crt/crt-hyllian-fast.slangp b/crt/crt-hyllian-fast.slangp new file mode 100644 index 00000000..2ef225a3 --- /dev/null +++ b/crt/crt-hyllian-fast.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/hyllian/crt-hyllian-fast.slang +filter_linear0 = false +scale_type0 = viewport diff --git a/crt/fake-crt-geom.slangp b/crt/fake-crt-geom.slangp new file mode 100644 index 00000000..72ea6702 --- /dev/null +++ b/crt/fake-crt-geom.slangp @@ -0,0 +1,5 @@ +shaders = 1 + +shader0 = shaders/fake-crt-geom.slang +filter_linear0 = true +scale_type0 = viewport diff --git a/crt/shaders/fake-crt-geom.slang b/crt/shaders/fake-crt-geom.slang new file mode 100644 index 00000000..875dfe21 --- /dev/null +++ b/crt/shaders/fake-crt-geom.slang @@ -0,0 +1,167 @@ +#version 450 + +// Simple scanlines with curvature and mask effects lifted from crt-geom +// original by hunterk, edited by DariusG + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SCANLINE_BASE_BRIGHTNESS; + float SCANLINE_SINE_COMP_A; + float SCANLINE_SINE_COMP_B; + float warpX; + float warpY; + float corner_round; + float cgwg; + float crt_gamma; + float monitor_gamma; + float boost; +} params; + +// Parameter lines go here: +#pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05 +#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B + +#pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01 +#define warpX params.warpX + +#pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01 +#define warpY params.warpY + +#pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 +#define corner_round params.corner_round + +#pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1 +#define cgwg params.cgwg + +#pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05 +#define crt_gamma params.crt_gamma + +#pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05 +#define monitor_gamma params.monitor_gamma + +#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02 +#define boost params.boost + +#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01 +#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A + +#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 +#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS + + + + + + +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 * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 1) uniform sampler2D Source; + + +/////////////////////////////////////////////////////////////////////////////////////////////// + +vec2 Warp(vec2 pos) +{ + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); + + return pos*0.5 + 0.5; +} + +vec4 scanline(vec2 coord, vec4 frame) +{ + + vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); + vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B); + vec3 res = frame.xyz; + + vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); + + return vec4(scanline.x, scanline.y, scanline.z, 1.0); +} + +float corner(vec2 coord) +{ + coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); + coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw); + vec2 cdist = vec2(corner_round); + coord = (cdist - min(coord,cdist)); + float dist = sqrt(dot(coord,coord)); + return clamp((cdist.x-dist)*300.0,0.0, 1.0); +} + +// mask calculation + // cgwg mask. + vec4 Mask(vec2 pos) + { + vec3 mask = vec3(1.0); + { + float mf = floor(mod(pos.x,2.0)); + float mc = 1.0 - cgwg; + if (mf == 0.0) { mask.g = mc; } + else { mask.r = mc; mask.b = mc; }; + } + return vec4(mask, 1.0); + } + +/////////////////////////////////////////////////////////////////// + +void main() +{ + vec2 pos = Warp(vTexCoord.xy); + +//borrowed from CRT-Pi + vec2 OGL2Pos = pos * params.SourceSize.xy; + vec2 pC4 = floor(OGL2Pos) + 0.5; + vec2 coord = pC4 / params.SourceSize.xy; + vec2 deltas = OGL2Pos - pC4; + vec2 signs = sign(deltas); + deltas.x *= 2.0; + deltas = deltas * deltas; + deltas.y = deltas.y * deltas.y; + deltas.x *= 0.5; + deltas.y *= 8.0; + deltas /= params.SourceSize.xy; + deltas *= signs; + vec2 tc = coord + deltas; + + +// mask effects look bad unless applied in linear gamma space + vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0); + vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0); + + vec4 res = texture(Source, tc); + + res=pow(res,in_gamma); + + // apply the mask; looks bad with vert scanlines so make them mutually exclusive + res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001); + + // re-apply the gamma curve for the mask path + vec4 color = pow(scanline(pos, res), out_gamma); + float lum = color.r*0.3+color.g*0.6+color.b*0.1; + color*= mix(1.0,boost,lum); + FragColor = color*corner(tc); + +} diff --git a/crt/shaders/hyllian/crt-hyllian-fast.slang b/crt/shaders/hyllian/crt-hyllian-fast.slang new file mode 100644 index 00000000..55d3b7db --- /dev/null +++ b/crt/shaders/hyllian/crt-hyllian-fast.slang @@ -0,0 +1,147 @@ +#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; +} 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 + + + + +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); +// Horizontal cubic filter + 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); + + 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); +}