diff --git a/crt/shaders/crt-nobody.slang b/crt/shaders/crt-nobody.slang index 9033e2a5..c4ad3fab 100644 --- a/crt/shaders/crt-nobody.slang +++ b/crt/shaders/crt-nobody.slang @@ -3,7 +3,7 @@ /* Hyllian's crt-nobody Shader - Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com + Copyright (C) 2011-2024 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 @@ -30,56 +30,239 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float VSCANLINES; - float SCAN_SIZE; - float COLOR_BOOST; - float InputGamma; - float OutputGamma; -} param; + float CN_VSCANLINES; + float CN_BEAM_MIN_WIDTH; + float CN_BEAM_MAX_WIDTH; + float CN_SCAN_SIZE; + float CN_BRIGHTBOOST; + float CN_InputGamma; + float CN_OutputGamma; + float geom_d; + float geom_R; + float geom_cornersize; + float geom_cornersmooth; + float geom_x_tilt; + float geom_y_tilt; + float geom_overscan_x; + float geom_overscan_y; + float geom_center_x; + float geom_center_y; + float geom_curvature; + float geom_invert_aspect; +} params; -#pragma parameter VSCANLINES "Vertical Scanlines" 0.0 0.0 1.0 1.0 -#pragma parameter SCAN_SIZE "Scanlines Size" 0.86 0.0 1.0 0.01 -#pragma parameter COLOR_BOOST "Color Boost" 1.25 1.0 2.0 0.05 -#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 4.0 0.1 -#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1 +#pragma parameter CN_NONONO "CRT-NOBODY:" 0.0 0.0 1.0 1.0 +#pragma parameter CN_VSCANLINES " Vertical Scanlines" 0.0 0.0 1.0 1.0 +#pragma parameter CN_BEAM_MIN_WIDTH " Min Beam Width" 0.80 0.0 1.0 0.01 +#pragma parameter CN_BEAM_MAX_WIDTH " Max Beam Width" 1.0 0.0 1.0 0.01 +#pragma parameter CN_SCAN_SIZE " Scanlines Thickness" 0.86 0.0 1.0 0.01 +#pragma parameter CN_BRIGHTBOOST " Brightness Boost" 1.0 0.5 1.5 0.01 +#pragma parameter CN_InputGamma " Input Gamma" 2.4 0.0 4.0 0.1 +#pragma parameter CN_OutputGamma " Output Gamma" 2.2 0.0 3.0 0.1 -#define VSCANLINES param.VSCANLINES -#define SCAN_SIZE param.SCAN_SIZE -#define COLOR_BOOST param.COLOR_BOOST -#define InputGamma param.InputGamma -#define OutputGamma param.OutputGamma +#pragma parameter geom_space " " 0.0 0.0 1.0 1.0 +#pragma parameter geom_nonono "GEOM'S CURVATURE:" 0.0 0.0 1.0 1.0 +#pragma parameter geom_curvature " Curvature Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter geom_R " Curvature Radius" 2.0 0.3 10.0 0.1 +#pragma parameter geom_d " Distance" 1.5 0.1 3.0 0.1 +#pragma parameter geom_invert_aspect " Curvature Aspect Inversion" 0.0 0.0 1.0 1.0 +#pragma parameter geom_cornersize " Corner Size" 0.006 0.001 1.0 0.005 +#pragma parameter geom_cornersmooth " Corner Smoothness" 400.0 80.0 2000.0 100.0 +#pragma parameter geom_x_tilt " Horizontal Tilt" 0.0 -0.5 0.5 0.01 +#pragma parameter geom_y_tilt " Vertical Tilt" 0.0 -0.5 0.5 0.01 +#pragma parameter geom_center_x " Center X" 0.0 -1.0 1.0 0.001 +#pragma parameter geom_center_y " Center Y" 0.0 -1.0 1.0 0.001 +#pragma parameter geom_overscan_x " Horiz. Overscan %" 100.0 -125.0 125.0 0.5 +#pragma parameter geom_overscan_y " Vert. Overscan %" 100.0 -125.0 125.0 0.5 -#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)) +#define CN_VSCANLINES params.CN_VSCANLINES +#define CN_BEAM_MIN_WIDTH params.CN_BEAM_MIN_WIDTH +#define CN_BEAM_MAX_WIDTH params.CN_BEAM_MAX_WIDTH +#define CN_SCAN_SIZE params.CN_SCAN_SIZE +#define CN_BRIGHTBOOST params.CN_BRIGHTBOOST +#define CN_InputGamma params.CN_InputGamma +#define CN_OutputGamma params.CN_OutputGamma -#define PIX_SIZE 1.11 +#define GAMMA_IN(color) CN_BRIGHTBOOST*pow(color, vec3(CN_InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / CN_OutputGamma)) -float pix_sizex = mix(PIX_SIZE, SCAN_SIZE, VSCANLINES); -float scan_sizey = mix(SCAN_SIZE, PIX_SIZE, VSCANLINES); +#define PIX_SIZE 1.111111 + +float pix_sizex = mix(PIX_SIZE, CN_SCAN_SIZE, CN_VSCANLINES); +float scan_sizey = mix(CN_SCAN_SIZE, PIX_SIZE, CN_VSCANLINES); layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; +// Macros. +#define FIX(c) max(abs(c), 1e-5); +#define PI 3.141592653589 + + +// aspect ratio +vec2 aspect = vec2(params.geom_invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75)); +vec2 overscan = vec2(1.01, 1.01); + #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 sinangle; +layout(location = 2) out vec2 cosangle; +layout(location = 3) out vec3 stretch; +layout(location = 4) out float R_d_cx_cy; +layout(location = 5) out float d2; + +/* + Geom code - a modified Geom code without CRT features made to provide + curvature/warping/oversampling features. + + Adapted by Hyllian (2024). +*/ + +/* + Copyright (C) 2010-2012 cgwg, Themaister and DOLLS + + This program is free software; you can redistribute it and/or modify it + under the terms of the GNU General Public License as published by the Free + Software Foundation; either version 2 of the License, or (at your option) + any later version. + + (cgwg gave their consent to have the original version of this shader + distributed under the GPL in this message: + + http://board.byuu.org/viewtopic.php?p=26075#p26075 + + "Feel free to distribute my shaders under the GPL. After all, the + barrel distortion code was taken from the Curvature shader, which is + under the GPL." + ) + This shader variant is pre-configured with screen curvature +*/ + + +float intersect(vec2 xy) +{ + float A = dot(xy,xy) + params.geom_d*params.geom_d; + float B = 2.0 * (params.geom_R * (dot(xy,sinangle) - params.geom_d * cosangle.x * cosangle.y) - params.geom_d * params.geom_d); + float C = params.geom_d*params.geom_d + 2.0*params.geom_R*params.geom_d*cosangle.x*cosangle.y; + + return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); +} + +vec2 bkwtrans(vec2 xy) +{ + float c = intersect(xy); + vec2 point = (vec2(c, c)*xy - vec2(-params.geom_R, -params.geom_R)*sinangle) / vec2(params.geom_R, params.geom_R); + vec2 poc = point/cosangle; + + vec2 tang = sinangle/cosangle; + float A = dot(tang, tang) + 1.0; + float B = -2.0*dot(poc, tang); + float C = dot(poc, poc) - 1.0; + + float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A); + vec2 uv = (point - a*sinangle)/cosangle; + float r = FIX(params.geom_R*acos(a)); + + return uv*r/sin(r/params.geom_R); +} + +vec2 fwtrans(vec2 uv) +{ + float r = FIX(sqrt(dot(uv,uv))); + uv *= sin(r/params.geom_R)/r; + float x = 1.0-cos(r/params.geom_R); + float D = params.geom_d/params.geom_R + x*cosangle.x*cosangle.y+dot(uv,sinangle); + + return params.geom_d*(uv*cosangle-x*sinangle)/D; +} + +vec3 maxscale() +{ + vec2 c = bkwtrans( -params.geom_R * sinangle / (1.0 + params.geom_R / params.geom_d * cosangle.x * cosangle.y) ); + vec2 a = vec2(0.5,0.5) * aspect; + + vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x, + fwtrans(vec2( c.x, -a.y)).y)/aspect; + + vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x, + fwtrans(vec2( c.x, +a.y)).y)/aspect; + + return vec3( (hi + lo) * aspect * 0.5, max(hi.x - lo.x, hi.y - lo.y) ); +} void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.0001; + + vTexCoord = TexCoord * vec2(1.0001) - vec2(params.geom_center_x, params.geom_center_y); + + // Precalculate a bunch of useful values we'll need in the fragment + // shader. + sinangle = sin(vec2(params.geom_x_tilt, params.geom_y_tilt)); + cosangle = cos(vec2(params.geom_x_tilt, params.geom_y_tilt)); + stretch = maxscale(); + + d2 = params.geom_d * params.geom_d; + R_d_cx_cy = params.geom_R * params.geom_d * cosangle.x * cosangle.y; + } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 sinangle; +layout(location = 2) in vec2 cosangle; +layout(location = 3) in vec3 stretch; +layout(location = 4) in float R_d_cx_cy; +layout(location = 5) in float d2; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; -float wgt(float size) +vec2 transform(vec2 coord) +{ + coord = (coord - vec2(0.5, 0.5)) * aspect * stretch.z + stretch.xy; + + float A = dot(coord, coord) + d2; + float B = 2.0 * ( params.geom_R * dot(coord, sinangle) - R_d_cx_cy - d2); + float C = d2 + 2.0 * R_d_cx_cy; + + float c = (-B - sqrt(B*B - 4.0*A*C)) / (2.0*A); + + vec2 point = (vec2(c, c) * coord - vec2(-params.geom_R, -params.geom_R) * sinangle) / vec2(params.geom_R, params.geom_R); + vec2 poc = point / cosangle; + + vec2 tang = sinangle / cosangle; + A = dot(tang, tang) + 1.0; + B = -2.0 * dot(poc, tang); + C = dot(poc, poc) - 1.0; + + float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A); + vec2 uv = (point - a*sinangle)/cosangle; + float r = FIX(params.geom_R*acos(a)); + + vec2 bkw = uv*r/sin(r/params.geom_R); + + return (bkw / vec2(params.geom_overscan_x / 100.0, params.geom_overscan_y / 100.0)/aspect + vec2(0.5, 0.5)); +} + +float corner(vec2 coord) +{ + coord = (coord - vec2(0.5)) * vec2(params.geom_overscan_x / 100.0, params.geom_overscan_y / 100.0) + vec2(0.5, 0.5); + coord = min(coord, vec2(1.0) - coord) * aspect; + vec2 cdist = vec2(params.geom_cornersize); + coord = (cdist - min(coord, cdist)); + float dist = sqrt(dot(coord, coord)); + + return clamp((cdist.x - dist)*params.geom_cornersmooth, 0.0, 1.0); +} + +const vec2 CN_OFFSET = vec2(0.5); + +vec2 wgt(vec2 size) { size = clamp(size, -1.0, 1.0); @@ -90,29 +273,41 @@ float wgt(float size) void main() { - vec2 pix_coord = vTexCoord*param.SourceSize.xy; - vec2 tc = (floor(pix_coord)+vec2(0.5, 0.5)) * param.SourceSize.zw; // tc = texel coord - vec2 pos = fract(pix_coord)-vec2(0.5, 0.5); // pos = pixel position - vec2 dir = sign(pos); // dir = pixel direction - pos = abs(pos); + // Texture coordinates of the texel containing the active pixel. + vec2 uv = vTexCoord; + float cval = 1.0; - vec2 g1 = dir*vec2( param.SourceSize.z, 0); - vec2 g2 = dir*vec2( 0, param.SourceSize.w); + if (params.geom_curvature > 0.5) + { + uv = transform(vTexCoord); + cval = corner(uv); + } - vec3 A = GAMMA_IN(texture(Source, tc ).xyz); - vec3 B = GAMMA_IN(texture(Source, tc +g1 ).xyz); - vec3 C = GAMMA_IN(texture(Source, tc +g2).xyz); - vec3 D = GAMMA_IN(texture(Source, tc +g1+g2).xyz); + vec2 pix_coord = uv * params.SourceSize.xy; + vec2 tc = (floor(pix_coord) + CN_OFFSET) * params.SourceSize.zw; // tc = texel coord + vec2 pos = fract(pix_coord) - CN_OFFSET; // pos = pixel position + vec2 dir = sign(pos); // dir = pixel direction + pos = abs(pos); - vec2 dx = vec2(pos.x, 1.0-pos.x) / pix_sizex; - vec2 dy = vec2(pos.y, 1.0-pos.y) / scan_sizey; + vec2 g1 = dir * vec2(params.SourceSize.z, 0); + vec2 g2 = dir * vec2( 0, params.SourceSize.w); - vec2 wx = vec2(wgt(dx.x), wgt(dx.y)); - vec2 wy = vec2(wgt(dy.x), wgt(dy.y)); + mat2x3 AB = mat2x3(clamp(GAMMA_IN(texture(Source, tc ).xyz), 0.0, 1.0), clamp(GAMMA_IN(texture(Source, tc +g1 ).xyz), 0.0, 1.0)); + mat2x3 CD = mat2x3(clamp(GAMMA_IN(texture(Source, tc +g2).xyz), 0.0, 1.0), clamp(GAMMA_IN(texture(Source, tc +g1+g2).xyz), 0.0, 1.0)); - vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y; + vec2 wx = wgt(vec2(pos.x, 1.0-pos.x) / pix_sizex); - color *= COLOR_BOOST; + mat2x3 c = mat2x3(AB * wx, CD * wx); - FragColor = vec4(GAMMA_OUT(color), 1.0); + float c0max = max(c[0].r, max(c[0].g, c[0].b)); + float c1max = max(c[1].r, max(c[1].g, c[1].b)); + + float lum0 = mix(CN_BEAM_MIN_WIDTH, CN_BEAM_MAX_WIDTH, c0max); + float lum1 = mix(CN_BEAM_MIN_WIDTH, CN_BEAM_MAX_WIDTH, c1max); + + vec2 ssy = mix(vec2(scan_sizey * lum0, scan_sizey * lum1), vec2(scan_sizey), CN_VSCANLINES); + + vec3 color = (c * wgt(vec2(pos.y, 1.0-pos.y) / ssy)); + + FragColor = vec4(GAMMA_OUT(color) * vec3(cval), 1.0); }