add nonworking blind conversion of easymode-halation

This commit is contained in:
hunterk 2016-09-04 22:11:36 -05:00
parent a0c500abd5
commit 7728e7193f
7 changed files with 476 additions and 0 deletions

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shaders = "5"
shader0 = "shaders/crt-easymode-halation/linearize.slang"
filter_linear0 = "false"
srgb_framebuffer0 = "true"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
alias0 = ORIG_LINEARIZED
shader1 = "shaders/crt-easymode-halation/blur_horiz.slang"
filter_linear1 = "false"
srgb_framebuffer1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders/crt-easymode-halation/blur_vert.slang"
filter_linear2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders/crt-easymode-halation/threshold.slang"
filter_linear3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders/crt-easymode-halation/crt-easymode-halation.slang"
filter_linear4 = "true"

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "blur_params.inc"
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
#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;
void main()
{
vec3 col = vec3(0.0);
float dx = params.SourceSize.z;
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
}
FragColor = vec4(col / k_total, 1.0);
}

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// Higher value, more centered glow.
// Lower values might need more taps.
#define GLOW_FALLOFF 0.35
#define TAPS 4

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#include "blur_params.inc"
#define kernel(x) exp(-GLOW_FALLOFF * (x) * (x))
#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;
void main()
{
vec3 col = vec3(0.0);
float dy = params.SourceSize.w;
float k_total = 0.0;
for (int i = -TAPS; i <= TAPS; i++)
{
float k = kernel(i);
k_total += k;
col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
}
FragColor = vec4(col / k_total, 1.0);
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
float GAMMA_OUTPUT;
float SHARPNESS_H;
float SHARPNESS_V;
float MASK_TYPE;
float MASK_STRENGTH_MIN;
float MASK_STRENGTH_MAX;
float MASK_SIZE;
float SCANLINE_STRENGTH_MIN;
float SCANLINE_STRENGTH_MAX;
float SCANLINE_BEAM_MIN;
float SCANLINE_BEAM_MAX;
float GEOM_CURVATURE;
float GEOM_WARP;
float GEOM_CORNER_SIZE;
float GEOM_CORNER_SMOOTH;
float INTERLACING_TOGGLE;
float HALATION;
float DIFFUSION;
float BRIGHTNESS;
} params;
#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.2 0.1 5.0 0.01
#pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.6 0.0 1.0 0.05
#pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
#pragma parameter MASK_TYPE "Mask Type" 4.0 0.0 7.0 1.0
#pragma parameter MASK_STRENGTH_MIN "Mask Strength Min." 0.2 0.0 0.5 0.01
#pragma parameter MASK_STRENGTH_MAX "Mask Strength Max." 0.2 0.0 0.5 0.01
#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
#pragma parameter SCANLINE_STRENGTH_MIN "Scanline Strength Min." 0.2 0.0 1.0 0.05
#pragma parameter SCANLINE_STRENGTH_MAX "Scanline Strength Max." 0.4 0.0 1.0 0.05
#pragma parameter SCANLINE_BEAM_MIN "Scanline Beam Min." 1.0 0.25 5.0 0.05
#pragma parameter SCANLINE_BEAM_MAX "Scanline Beam Max." 1.0 0.25 5.0 0.05
#pragma parameter GEOM_CURVATURE "Geom Curvature" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_WARP "Geom Warp" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_CORNER_SIZE "Geom Corner Size" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_CORNER_SMOOTH "Geom Corner Smoothness" 150.0 50.0 1000.0 25.0
#pragma parameter INTERLACING_TOGGLE "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter HALATION "Halation" 0.03 0.0 1.0 0.01
#pragma parameter DIFFUSION "Diffusion" 0.0 0.0 1.0 0.01
#pragma parameter BRIGHTNESS "Brightness" 1.0 0.0 2.0 0.05
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
uint FrameCount;
vec4 OriginalSize;
vec4 ORIG_LINEARIZEDSize;
} global;
/*
CRT Shader by EasyMode
License: GPL
*/
#define FIX(c) max(abs(c), 1e-5)
#define PI 3.141592653589
#define TEX2D(c) texture(Source, c)
float curve_distance(float x, float sharp)
{
float x_step = step(0.5, x);
float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
return mix(x, curve, sharp);
}
mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
{
return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
}
vec4 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{
vec4 col = color_matrix * coeffs;
vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]);
col = clamp(col, sample_min, sample_max);
return col;
}
vec3 get_scanline_weight(float pos, float beam, float strength)
{
float weight = 1.0 - pow(cos(pos * 2.0 * PI) * 0.5 + 0.5, beam);
weight = weight * strength * 2.0 + (1.0 - strength);
return vec3(weight);
}
vec2 curve_coordinate(vec2 co, float curvature)
{
vec2 curve = vec2(curvature, curvature * 0.75);
vec2 co2 = co + co * curve - curve / 2.0;
vec2 co_weight = vec2(co.y, co.x) * 2.0 - 1.0;
co = mix(co, co2, co_weight * co_weight);
return co;
}
float get_corner_weight(vec2 co, vec2 corner, float smooth)
{
float corner_weight;
co = min(co, vec2(1.0) - co) * vec2(1.0, 0.75);
co = (corner - min(co, corner));
corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smooth, 0.0, 1.0);
corner_weight = mix(1.0, corner_weight, ceil(corner.x));
return corner_weight;
}
#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;
layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED;
void main()
{
vec2 tex_size = params.SourceSize.xy;
vec2 midpoint = vec2(0.5, 0.5);
float scan_offset = 0.0;
float timer = vec2(global.FrameCount, global.FrameCount).x;
if (params.INTERLACING_TOGGLE > 0.5 && params.SourceSize.y >= 400)
{
tex_size.y *= 0.5;
if (mod(timer, 2.0))
{
midpoint.y = 0.75;
scan_offset = 0.5;
}
else midpoint.y = 0.25;
}
vec2 co = vTexCoord * tex_size * params.SourceSize.zw;
vec2 xy = curve_coordinate(co, params.GEOM_WARP);
float corner_weight = get_corner_weight(curve_coordinate(co, params.GEOM_CURVATURE), vec2(params.GEOM_CORNER_SIZE), params.GEOM_CORNER_SMOOTH);
xy *= params.SourceSize.xy / tex_size;
vec2 dx = vec2(1.0 / tex_size.x, 0.0);
vec2 dy = vec2(0.0, 1.0 / tex_size.y);
vec2 pix_co = xy * tex_size - midpoint;
vec2 tex_co = (floor(pix_co) + midpoint) / tex_size;
vec2 dist = fract(pix_co);
float curve_x, curve_y;
vec3 col, col2, diff;
curve_x = curve_distance(dist.x, params.SHARPNESS_H * params.SHARPNESS_H);
curve_y = curve_distance(dist.y, params.SHARPNESS_V * params.SHARPNESS_V);
vec4 coeffs_x = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
vec4 coeffs_y = PI * vec4(1.0 + curve_y, curve_y, 1.0 - curve_y, 2.0 - curve_y);
coeffs_x = FIX(coeffs_x);
coeffs_x = 2.0 * sin(coeffs_x) * sin(coeffs_x / 2.0) / (coeffs_x * coeffs_x);
coeffs_x /= dot(coeffs_x, vec4(1.0));
coeffs_y = FIX(coeffs_y);
coeffs_y = 2.0 * sin(coeffs_y) * sin(coeffs_y / 2.0) / (coeffs_y * coeffs_y);
coeffs_y /= dot(coeffs_y, vec4(1.0));
mat4x4 color_matrix;
color_matrix[0] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co - dy, dx));
color_matrix[1] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co, dx));
color_matrix[2] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + dy, dx));
color_matrix[3] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + 2.0 * dy, dx));
col = filter_lanczos(coeffs_y, color_matrix).rgb;
diff = texture(Source, xy).rgb;
float rgb_max = max(col.r, max(col.g, col.b));
float sample_offset = (params.SourceSize.y * params.OutputSize.w) * 0.5;
float scan_pos = xy.y * tex_size.y + scan_offset;
float scan_strength = mix(params.SCANLINE_STRENGTH_MAX, params.SCANLINE_STRENGTH_MIN, rgb_max);
float scan_beam = clamp(rgb_max * params.SCANLINE_BEAM_MAX, params.SCANLINE_BEAM_MIN, params.SCANLINE_BEAM_MAX);
float scan_weight = 0.0;
float mask_colors;
float mask_dot_width;
float mask_dot_height;
float mask_stagger;
float mask_dither;
vec4 mask_config;
if (params.MASK_TYPE == 1) mask_config = vec4(2.0, 1.0, 1.0, 0.0);
else if (params.MASK_TYPE == 2) mask_config = vec4(3.0, 1.0, 1.0, 0.0);
else if (params.MASK_TYPE == 3) mask_config = vec4(2.1, 1.0, 1.0, 0.0);
else if (params.MASK_TYPE == 4) mask_config = vec4(3.1, 1.0, 1.0, 0.0);
else if (params.MASK_TYPE == 5) mask_config = vec4(2.0, 1.0, 1.0, 1.0);
else if (params.MASK_TYPE == 6) mask_config = vec4(3.0, 2.0, 1.0, 3.0);
else if (params.MASK_TYPE == 7) mask_config = vec4(3.0, 2.0, 2.0, 3.0);
mask_colors = floor(mask_config.x);
mask_dot_width = mask_config.y;
mask_dot_height = mask_config.z;
mask_stagger = mask_config.w;
mask_dither = fract(mask_config.x) * 10.0;
vec2 mod_fac = floor(vTexCoord * params.OutputSize.xy * params.SourceSize.xy / (params.SourceSize.xy * vec2(params.MASK_SIZE, mask_dot_height * params.MASK_SIZE)));
int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * mask_stagger) / mask_dot_width, mask_colors));
int dither = mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0);
float mask_strength = mix(params.MASK_STRENGTH_MAX, params.MASK_STRENGTH_MIN, rgb_max);
float mask_dark, mask_bright, mask_mul;
vec3 mask_weight;
mask_dark = 1.0 - mask_strength;
mask_bright = 1.0 + mask_strength * 2.0;
if (dot_no == 0) mask_weight = mix(vec3(mask_bright, mask_bright, mask_bright), vec3(mask_bright, mask_dark, mask_dark), mask_colors - 2.0);
else if (dot_no == 1) mask_weight = mix(vec3(mask_dark, mask_dark, mask_dark), vec3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0);
else mask_weight = vec3(mask_dark, mask_dark, mask_bright);
if (dither == 1) mask_mul = mask_dark;
else mask_mul = mask_bright;
mask_weight *= mix(1.0, mask_mul, mask_dither);
mask_weight = mix(vec3(1.0), mask_weight, clamp(params.MASK_TYPE, 0.0, 1.0));
col2 = (col * mask_weight);
col2 *= params.BRIGHTNESS;
scan_weight = get_scanline_weight(scan_pos - sample_offset, scan_beam, scan_strength);
col = clamp(col2 * scan_weight, 0.0, 1.0);
scan_weight = get_scanline_weight(scan_pos, scan_beam, scan_strength);
col += clamp(col2 * scan_weight, 0.0, 1.0);
scan_weight = get_scanline_weight(scan_pos + sample_offset, scan_beam, scan_strength);
col += clamp(col2 * scan_weight, 0.0, 1.0);
col /= 3.0;
col *= vec3(corner_weight);
col += diff * mask_weight * params.HALATION * vec3(corner_weight);
col += diff * params.DIFFUSION * vec3(corner_weight);
col = pow(col, vec3(1.0 / params.GAMMA_OUTPUT));
FragColor = vec4(col, 1.0);
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
} params;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.01
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;
void main()
{
FragColor = pow(vec4(texture(Source, vTexCoord)), vec4(params.GAMMA_INPUT));
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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;
layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED;
void main()
{
vec3 diff = clamp(texture(Source, vTexCoord).rgb - texture(ORIG_LINEARIZED, vTexCoord).rgb, 0.0, 1.0);
FragColor = vec4(diff, 1.0);
}