Update fake-crt-geom-potato.slang (#425)

* Update fake-crt-geom-potato.slang

* add retro-palettes

* Add EGA filter with dithering
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metallic77 2023-05-13 05:42:31 +03:00 committed by GitHub
parent 836bd4f634
commit 954467430c
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5 changed files with 199 additions and 20 deletions

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@ -19,12 +19,13 @@ layout(push_constant) uniform Push
#pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02
#define boost params.boost
#pragma parameter SCANLINE "Scanline Intensity" 0.30 0.0 1.0 0.05
#pragma parameter SCANLINE "Scanline Intensity" 0.70 0.0 1.0 0.05
#define SCANLINE params.SCANLINE
#pragma parameter cgwg "CGWG mask brightness " 0.7 0.0 1.0 0.1
#pragma parameter cgwg "Mask Intensity " 0.8 0.0 1.0 0.05
#define cgwg params.cgwg
#define pi 3.141592654
layout(std140, set = 0, binding = 0) uniform UBO
@ -36,47 +37,38 @@ layout(std140, set = 0, binding = 0) uniform UBO
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float omega;
layout(location = 1) out vec2 p;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
omega = pi * params.SourceSize.y * 2.0;
p = vTexCoord * params.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float omega;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 p;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
// CGWG mask calculation
vec3 Mask(float pos)
{
float mf = fract(pos * 0.5);
if (mf <0.5) return vec3(1.0,cgwg,1.0);
else return vec3(cgwg,1.0,cgwg);
}
void main()
{
vec2 pos = vTexCoord.xy;
vec3 res = texture(Source, pos).rgb;
if (params.OriginalSize.y < 400.0)
res = res * (1.0 + SCANLINE * sin(pos.y * omega));
else res;
res *=res;
res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
// apply the mask
res *= Mask(pos.x*params.OutputSize.x * 1.0001);
res *= cgwg * sin(fract(pos.x*0.5*params.OutputSize.x)*pi) +(1.0-cgwg);
res = sqrt(res);
res *= boost;
FragColor = vec4(res,1.0);

4
misc/ega.slangp Normal file
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@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/ega.slang
scale_type0 = source

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@ -0,0 +1,4 @@
shaders = 1
shader0 = shaders/retro-palettes.slang
scale_type0 = source

132
misc/shaders/ega.slang Normal file
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@ -0,0 +1,132 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#define _ 0.0
#define o (1./3.)
#define b (2./3.)
#define B 1.0
#define color_enhance 1.0
#define SourceSize params.SourceSize
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 = 2) uniform sampler2D Source;
// Color lookup table (RGBI palette with brown fix)
const vec3 rgbi_palette[19] =
{
vec3(_, _, _),
vec3(_, _, b),
vec3(_, b, _),
vec3(_, b, _),
vec3(_, b, _),
vec3(_, b, _),
vec3(_, b, b),
vec3(b, _, _),
vec3(b, _, b),
vec3(b, o, _),
vec3(b, b, b),
vec3(o, o, o),
vec3(o, o, B),
vec3(o, B, o),
vec3(o, B, B),
vec3(B, o, o),
vec3(B, o, B),
vec3(B, B, o),
vec3(B, B, B),
};
// Came off the wikipedia(R) article for Ordered_Dithering
const int dithertable[16] =
{
1, 9, 3,11,
13, 5,15, 7,
4,12, 2,10,
16, 8,14, 6,
};
// Compare vector distances and return nearest RGBI color
vec3 nearest_rgbi (vec3 original)
{
float dst;
float min_dst = 2.0;
int idx = 0;
for (int i=0; i<19; i++)
{
dst = distance(original, rgbi_palette[i]);
if (dst < min_dst)
{
min_dst = dst;
idx = i;
}
}
return rgbi_palette[idx];
}
float modu(float x, float y)
{
return x - y * floor(x/y);
}
//fragment
void main()
{
vec3 color = texture(Source, vTexCoord.xy).rgb;
// leilei - dither
vec2 res;
vec2 tex=vTexCoord.xy;
res.x = SourceSize.x;
if (SourceSize.y < 900.0)
res.y = SourceSize.y;
else
res.y = SourceSize.y / 2.0;
int ohyes;
int i;
vec2 ditheu = tex.xy * res.xy;
int ditdex = int(modu(ditheu.x, 4))*4 + int(modu(ditheu.y, 4)); // 4x4!
// looping through a lookup table matrix
for (i = ditdex; i < (ditdex+16); i = i+1)
ohyes = dithertable[i-15] * 2 - 21;
ohyes = ohyes - 6;
color *= 255.0;
color += ohyes;
color /= 255.0;
FragColor = vec4(nearest_rgbi(color*color_enhance), 1.0);
}

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@ -0,0 +1,47 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float pal;
} params;
#pragma parameter pal "color palette colors: (1+x)^3" 1.0 1.0 15.0 1.0
#pragma parameter something "1: ZX Spectrum, 2: Amstrad, 3: EGA, 7:Genesis, 15:Amiga" 0.0 0.0 0.0 0.0
#define pal params.pal
#define SourceSize params.SourceSize
#define OutputSize params.OutputSize
#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*1.0001;
}
#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 res = texture(Source,vTexCoord).rgb;
res= round(res*pal)/pal;
FragColor = vec4(res,1.0);
}