update fake-crt-geom-potato (#511)

* Update fake-crt-geom-potato.slang

* Update fake-crt-geom-potato.slangp

* Update crt-Cyclon.slang
This commit is contained in:
metallic77 2023-11-16 16:41:15 +02:00 committed by GitHub
parent b722025b69
commit fc857c27b2
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 62 additions and 36 deletions

View file

@ -1,5 +1,5 @@
shaders = 1
shader0 = shaders/fake-crt-geom-potato.slang
filter_linear0 = false
filter_linear0 = true
scale_type0 = viewport

View file

@ -263,8 +263,8 @@ mat3 hue = mat3(
// zoom in and center screen for bezel
vec2 pos = Warp((vTexCoord*vec2(1.0-zoomx,1.0-zoomy)-vec2(centerx,centery)/100.0));
vec4 bez = vec4(0.0);
if (bzl == 1.0) bez = texture(bezel,vTexCoord*SourceSize.xy/OriginalSize.xy);
if (bzl == 2.0) bez = texture(bezel2,vTexCoord*SourceSize.xy/OriginalSize.xy);
if (bzl == 1.0) bez = texture(bezel,vTexCoord*SourceSize.xy/OriginalSize.xy*0.97+vec2(0.015,0.015));
if (bzl == 2.0) bez = texture(bezel2,vTexCoord*SourceSize.xy/OriginalSize.xy*0.93+vec2(0.035,0.025));
bez.rgb = mix(bez.rgb, vec3(ambient),0.5);

View file

@ -1,7 +1,5 @@
#version 450
// Simple scanlines with curvature and mask effects lifted from crt-geom
// original by hunterk, edited by DariusG
layout(push_constant) uniform Push
{
@ -9,22 +7,17 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SCANLINE;
float cgwg;
float boost;
float SIZE;
} params;
// Parameter lines go here:
#pragma parameter boost "Bright boost " 1.20 1.00 2.00 0.02
#define boost params.boost
#pragma parameter SCANLINE "Scanline Intensity" 0.50 0.0 1.0 0.05
#define SCANLINE params.SCANLINE
#pragma parameter cgwg "Mask Intensity " 0.3 0.0 1.0 0.05
#define cgwg params.cgwg
#pragma parameter SIZE "Mask Type " 2.0 2.00 3.00 1.0
#define SIZE params.SIZE
#define OriginalSize params.OriginalSize
#define OutputSize params.OutputSize
#define SourceSize params.SourceSize
#define pi 3.141592654
@ -37,42 +30,75 @@ 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 vec2 p;
layout(location = 1) out vec2 scale;
layout(location = 2) out float fragpos;
layout(location = 3) out vec2 warpp;
layout(location = 4) out vec2 dbwarp;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
p = vTexCoord * params.SourceSize.xy;
scale = SourceSize.xy/OriginalSize.xy;
warpp = vTexCoord.xy*scale;
dbwarp = warpp*2.0-1.0;
fragpos = warpp.x*OutputSize.x*pi*2.0/SIZE;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 p;
layout(location = 1) in vec2 scale;
layout(location = 2) in float fragpos;
layout(location = 3) in vec2 warpp;
layout(location = 4) in vec2 dbwarp;
layout(set = 0, binding = 1) uniform sampler2D Source;
///////////////////////////////////////////////////////////////////////////////////////////////
vec2 Warp(vec2 pos)
{
pos = dbwarp;
pos *= vec2(1.0+pos.y*pos.y*0.03, 1.0+pos.x*pos.x*0.04);
pos = pos*0.5+0.5;
return pos;
}
void main()
{
vec2 pos = vTexCoord.xy;
vec2 pos = Warp(warpp);
vec2 corn = min(pos, 1.0-pos); // This is used to mask the rounded
corn.x = 0.0002/corn.x; // corners later on
pos /= scale;
vec3 res = texture(Source, pos).rgb;
res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE);
//scanlines will misalign if res*res is run before scanlines applied.
res *= res;
// apply the mask
res *= cgwg*(sin(pos.x*params.OutputSize.x*pi))+1.0-cgwg ;
float y = pos.y*SourceSize.y;
float gl2pos = floor(y) + 0.5;
float near = gl2pos*SourceSize.w;
float dy = y - gl2pos;
dy = dy*dy*dy*4.0*SourceSize.w;
res = sqrt(res);
res *= boost;
vec2 p = vec2(pos.x, near+dy);
FragColor = vec4(res,1.0);
}
vec3 res = texture(Source,p).rgb;
vec3 clean = res;
float w = dot(vec3(0.15),res);
// vignette
float x = (warpp.x-0.5); // range -0.5 to 0.5, 0.0 being center of screen
x = x*x;
res *= (0.25+x)*sin((y-0.25)*pi*2.0)+(0.75-x);
res *= 0.15*sin(fragpos)+0.85;
res = mix(res,clean, w);
res *= vec3(1.0,0.85,1.2);
float lum = dot(vec3(0.29,0.6,0.11),res);
res = mix(vec3(lum),res, 1.1);
res *= mix(1.25,1.0,w);
if (corn.y <= corn.x || corn.x < 0.0001 )res = vec3(0.0);
FragColor.rgb = res;
}