mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-30 20:10:46 +00:00
Create crt-cgwg-fast.slang
This commit is contained in:
parent
454e1ac131
commit
c593a895a8
140
crt/crt-cgwg-fast.slang
Normal file
140
crt/crt-cgwg-fast.slang
Normal file
@ -0,0 +1,140 @@
|
||||
#version 450
|
||||
/* COMPATIBILITY
|
||||
- HLSL compilers
|
||||
- Cg compilers
|
||||
*/
|
||||
|
||||
/*
|
||||
cgwg's CRT shader
|
||||
|
||||
Copyright (C) 2010-2011 cgwg, Themaister
|
||||
|
||||
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 their code 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."
|
||||
)
|
||||
*/
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
/* TODO/FIXME - Wrap all these in a struct-like type so we can address
|
||||
them in a struct-like way i.e. coords.c01 */
|
||||
layout(location = 1) out vec2 c01;
|
||||
layout(location = 2) out vec2 c11;
|
||||
layout(location = 3) out vec2 c21;
|
||||
layout(location = 4) out vec2 c31;
|
||||
layout(location = 5) out vec2 c02;
|
||||
layout(location = 6) out vec2 c12;
|
||||
layout(location = 7) out vec2 c22;
|
||||
layout(location = 8) out vec2 c32;
|
||||
layout(location = 9) out float mod_factor;
|
||||
layout(location = 10) out vec2 ratio_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
|
||||
vec2 delta = 1.0 / global.SourceSize.xy;
|
||||
float dx = delta.x;
|
||||
float dy = delta.y;
|
||||
|
||||
c01 = vTexCoord + vec2(-dx, 0.0);
|
||||
c11 = vTexCoord + vec2(0.0, 0.0);
|
||||
c21 = vTexCoord + vec2(dx, 0.0);
|
||||
c31 = vTexCoord + vec2(2.0 * dx, 0.0);
|
||||
c02 = vTexCoord + vec2(-dx, dy);
|
||||
c12 = vTexCoord + vec2(0.0, dy);
|
||||
c22 = vTexCoord + vec2(dx, dy);
|
||||
c32 = vTexCoord + vec2(2.0 * dx, dy);
|
||||
mod_factor = vTexCoord.x * global.OutputSize.x;
|
||||
ratio_scale = vTexCoord * global.SourceSize.xy;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 vTexCoord;
|
||||
layout(location = 1) in vec2 c01;
|
||||
layout(location = 2) in vec2 c11;
|
||||
layout(location = 3) in vec2 c21;
|
||||
layout(location = 4) in vec2 c31;
|
||||
layout(location = 5) in vec2 c02;
|
||||
layout(location = 6) in vec2 c12;
|
||||
layout(location = 7) in vec2 c22;
|
||||
layout(location = 8) in vec2 c32;
|
||||
layout(location = 9) in float mod_factor;
|
||||
layout(location = 10) in vec2 ratio_scale;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
/* Config */
|
||||
#define CRTCGWG_GAMMA 2.7
|
||||
|
||||
#define TEX2D(c) texture(Source ,(c))
|
||||
#define PI 3.141592653589
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv_ratio = fract(ratio_scale);
|
||||
vec3 col, col2;
|
||||
|
||||
mat4x3 texes0 = mat4x3(TEX2D(c01).xyz, TEX2D(c11).xyz, TEX2D(c21).xyz, TEX2D(c31).xyz);
|
||||
mat4x3 texes1 = mat4x3(TEX2D(c02).xyz, TEX2D(c12).xyz, TEX2D(c22).xyz, TEX2D(c32).xyz);
|
||||
|
||||
vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005;
|
||||
coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs);
|
||||
coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0));
|
||||
|
||||
vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33);
|
||||
vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33);
|
||||
|
||||
col = clamp(texes0 * coeffs, 0.0, 1.0);
|
||||
col2 = clamp(texes1 * coeffs, 0.0, 1.0);
|
||||
|
||||
vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
|
||||
vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
|
||||
|
||||
col = pow(col, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA));
|
||||
col2 = pow(col2, vec3(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA));
|
||||
|
||||
vec3 sqrt1 = inversesqrt(0.5 * wid);
|
||||
vec3 sqrt2 = inversesqrt(0.5 * wid2);
|
||||
|
||||
vec3 pow_mul1 = weights * sqrt1;
|
||||
vec3 pow_mul2 = weights2 * sqrt2;
|
||||
|
||||
vec3 div1 = 0.1320 * wid + 0.392;
|
||||
vec3 div2 = 0.1320 * wid2 + 0.392;
|
||||
|
||||
vec3 pow1 = -pow(pow_mul1, wid);
|
||||
vec3 pow2 = -pow(pow_mul2, wid2);
|
||||
|
||||
weights = exp(pow1) / div1;
|
||||
weights2 = exp(pow2) / div2;
|
||||
|
||||
vec3 multi = col * weights + col2 * weights2;
|
||||
vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)));
|
||||
|
||||
FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user