add night-mode (#414)

* Update crt-consumer.slang

Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630.

* Update crt-gdv-mini-ultra.slang

Removed NTSC,  some corrections too.

* Update zfast_crt_composite.slang

* Update fake-crt-geom.slang

* Add files via upload

* add night_mode

* Update lanczos16.slang

fix minor artifacts

* Brightness fix scanline.slang

Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS.

* fix scanlines misalignment
This commit is contained in:
metallic77 2023-05-01 16:27:13 +03:00 committed by GitHub
parent b14a5b6ab1
commit d114c41686
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4 changed files with 69 additions and 10 deletions

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

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@ -0,0 +1,60 @@
#version 450
/*
2023
Night mode (!) by DariusG
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
float WP;
float strength;
} params;
#pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01
#pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05
#define WP params.WP
#define strength params.strength
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
vec4 OutputSize;
} 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 = 1) uniform sampler2D Source;
void main()
{
vec3 color = texture(Source, vTexCoord).rgb;
color *= vec3(strength);
color = vec3(color.r+WP, color.g, color.b-WP);
FragColor = vec4(color,1.0);
}

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@ -6,16 +6,13 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE_BASE_BRIGHTNESS;
float SCANLINE_SINE_COMP_A;
float SCANLINE_SINE_COMP_B;
} params;
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
@ -36,8 +33,7 @@ void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord*1.0001;
omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
omega = vec2(pi * params.OutputSize.x, 1.999 * pi * params.SourceSize.y);
}
#pragma stage fragment
@ -50,7 +46,6 @@ void main()
{
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = texture(Source, vTexCoord).xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
vec3 scanline = res * ((1.0-SCANLINE_SINE_COMP_B*0.5) + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline, 1.0);
}

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@ -60,7 +60,7 @@ layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
vTexCoord = TexCoord * 1.0001;
vec2 ps = params.SourceSize.zw;
float dx = ps.x;
float dy = ps.y;
@ -118,4 +118,4 @@ void main()
// final sum and weight normalization
FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1);
}
}