mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 08:19:54 +00:00
port fake-crt-geom & hyllian-fast (#380)
* Add files via upload * Add files via upload * port fake-crt-geom * port fake-crt-geom * port crt-hyllian-fast * port crt-hyllian-fast
This commit is contained in:
parent
4ab9e232f3
commit
5ed39804bc
5
crt/crt-hyllian-fast.slangp
Normal file
5
crt/crt-hyllian-fast.slangp
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/hyllian/crt-hyllian-fast.slang
|
||||||
|
filter_linear0 = false
|
||||||
|
scale_type0 = viewport
|
5
crt/fake-crt-geom.slangp
Normal file
5
crt/fake-crt-geom.slangp
Normal file
@ -0,0 +1,5 @@
|
|||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/fake-crt-geom.slang
|
||||||
|
filter_linear0 = true
|
||||||
|
scale_type0 = viewport
|
167
crt/shaders/fake-crt-geom.slang
Normal file
167
crt/shaders/fake-crt-geom.slang
Normal file
@ -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);
|
||||||
|
|
||||||
|
}
|
147
crt/shaders/hyllian/crt-hyllian-fast.slang
Normal file
147
crt/shaders/hyllian/crt-hyllian-fast.slang
Normal file
@ -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);
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user