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https://github.com/libretro/slang-shaders.git
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switch geom-deluxe to use generated subpixel masks instead of LUTs
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@ -17,13 +17,14 @@ alias3 = blur
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shader4 = shaders/geom-deluxe/crt-geom-deluxe.slang
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filter_linear4 = true
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textures = "aperture;slot;delta"
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delta = shaders/geom-deluxe/masks/delta_2_4x1_rgb.png
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delta_filter_linear = true
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delta_repeat_mode = repeat
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slot = shaders/geom-deluxe/masks/slot_2_5x4_bgr.png
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slot_filter_linear = true
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slot_repeat_mode = repeat
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aperture = shaders/geom-deluxe/masks/aperture_2_4_rgb.png
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aperture_filter_linear = true
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aperture_repeat_mode = repeat
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# comment these mask textures since we're generating them in the shader
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#textures = "aperture;slot;delta"
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#delta = shaders/geom-deluxe/masks/delta_2_4x1_rgb.png
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#delta_filter_linear = true
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#delta_repeat_mode = repeat
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#slot = shaders/geom-deluxe/masks/slot_2_5x4_bgr.png
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#slot_filter_linear = true
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#slot_repeat_mode = repeat
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#aperture = shaders/geom-deluxe/masks/aperture_2_4_rgb.png
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#aperture_filter_linear = true
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#aperture_repeat_mode = repeat
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@ -12,6 +12,8 @@
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#include "geom-deluxe-params.inc"
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#include "../../../include/subpixel_masks.h"
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#define u_tex_size0 global.SourceSize
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#define u_tex_size1 global.internal1Size
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#define u_quad_dims global.OutputSize
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@ -117,9 +119,10 @@ layout(location = 4) in vec2 v_one;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D blur;
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layout(set = 0, binding = 3) uniform sampler2D internal1;
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layout(set = 0, binding = 4) uniform sampler2D aperture;
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layout(set = 0, binding = 5) uniform sampler2D slot;
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layout(set = 0, binding = 6) uniform sampler2D delta;
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// comment these out, as we're using generated masks instead of LUTs
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//layout(set = 0, binding = 4) uniform sampler2D aperture;
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//layout(set = 0, binding = 5) uniform sampler2D slot;
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//layout(set = 0, binding = 6) uniform sampler2D delta;
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#define blur_texture blur
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@ -301,23 +304,10 @@ void main()
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// original code; just makes a giant phosphor here
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// xy = v_texCoord.xy * u_quad_dims.xy / u_tex_size1.xy;
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// tiling; looks nasty at non-integer x and/or y
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// xy = fract(v_texCoord * global.SourceSize.xy * 1.9999);
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// gl_FragCoord; tied to physical pixel size
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xy = v_texCoord.xy * global.OutputSize.xy;
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//vec3 mask = texture(mask_texture, xy).rgb;
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vec3 mask = vec3(1.0);
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if(mask_picker == 0) // no mask
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{
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FragColor = vec4(mul_res, col.a);
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return;
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}
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else if(mask_picker == 1) mask = texture(aperture, xy * 0.3333).rgb;
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else if(mask_picker == 2) mask = texture(slot, xy * 0.25).rgb;
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else mask = texture(delta, xy * 0.49999).rgb;
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mask = mix(vec3(1.0), mask, aperture_strength.x);
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vec3 mask = mask_weights(xy, aperture_strength.x, mask_picker);
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FragColor = vec4(mul_res*mask, col.a);
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}
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}
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@ -16,7 +16,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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mat4 MVP;
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} global;
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#pragma parameter mask_type "Mask (none, aperture, slot, delta)" 1.0 0.0 3.0 1.0
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#pragma parameter mask_type "Mask (aperture, delta, slot)" 1.0 1.0 19.0 1.0
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#pragma parameter aperture_strength "Shadow mask strength" 0.4 0.0 1.0 0.05
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#pragma parameter phosphor_power "Phosphor decay power" 1.2 0.5 3.0 0.05
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#pragma parameter phosphor_amplitude "Phosphor persistence amplitude" 0.04 0.0 0.2 0.01
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@ -52,4 +52,4 @@ vec2 angle = vec2(params.angle_x, params.angle_y);
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vec2 overscan = vec2(params.overscan_x, params.overscan_y);
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int mask_picker = int(params.mask_type);
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const float gamma = 2.2;
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const float gamma = 2.2;
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