slang-shaders/crt/shaders/crt-Cyclon.slang
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#version 450
/*
DariusG presents
'crt-Cyclon'
Why? Because it's speedy!
A super-fast shader based on the magnificent crt-Geom, optimized for full speed
on a Xiaomi Note 3 Pro cellphone (around 170(?) gflops gpu or so)
This shader uses parts from:
crt-Geom (scanlines)
Quillez (main filter)
Grade (some primaries)
Dogway's inverse Gamma
Masks-slot-color handling, tricks etc are mine.
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.
*/
layout(push_constant) uniform Push
{
float SCANLINE,INTERLACE,M_TYPE,MSIZE,SLOT,SLOTW,BGR,Maskl,Maskh,C_STR,CONV_R,CONV_G,CONV_B,
WARPX,WARPY,BR_DEP,c_space,EXT_GAMMA;
} params;
// Parameter lines go here:
#pragma parameter SCANLINE "Scanline Weight" 0.3 0.2 0.6 0.05
#pragma parameter INTERLACE "Interlacing On/Off" 1.0 0.0 1.0 1.0
#pragma parameter bogus_msk " [ MASK SETTINGS ] " 0.0 0.0 0.0 0.0
#pragma parameter M_TYPE "Mask Type: -1:None, 0:CGWG, 1:RGB" 1.0 -1.0 1.0 1.0
#pragma parameter MSIZE "Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter SLOT "Slot Mask On/Off" 1.0 0.0 1.0 1.0
#pragma parameter SLOTW "Slot Mask Width" 3.0 2.0 3.0 1.0
#pragma parameter BGR "Subpixels BGR/RGB" 0.0 0.0 1.0 1.0
#pragma parameter Maskl "Mask Brightness Dark" 0.3 0.0 1.0 0.05
#pragma parameter Maskh "Mask Brightness Bright" 0.75 0.0 1.0 0.05
#pragma parameter bogus_geom " [ GEOMETRY SETTINGS ] " 0.0 0.0 0.0 0.0
#pragma parameter bzl "Bezel On/Off" 1.0 0.0 1.0 1.0
#pragma parameter ambient "Ambient Light" 0.25 0.0 1.0 0.05
#pragma parameter zoomx "Zoom Image X" 0.0 -1.0 1.0 0.005
#pragma parameter zoomy "Zoom Image Y" 0.0 -1.0 1.0 0.005
#pragma parameter centerx "Image Center X" 0.0 -5.0 5.0 0.05
#pragma parameter centery "Image Center Y" 0.0 -5.0 5.0 0.05
#pragma parameter WARPX "Curvature Horizontal" 0.02 0.00 0.25 0.01
#pragma parameter WARPY "Curvature Vertical" 0.01 0.00 0.25 0.01
#pragma parameter vig "Vignette On/Off" 1.0 0.0 1.0 1.0
#pragma parameter bogus_col " [ COLOR SETTINGS ] " 0.0 0.0 0.0 0.0
#pragma parameter BR_DEP "Scan/Mask Brightness Dependence" 0.2 0.0 0.333 0.01
#pragma parameter c_space "Color Space: sRGB,PAL,NTSC-U,NTSC-J" 0.0 0.0 3.0 1.0
#pragma parameter EXT_GAMMA "External Gamma In (Glow etc)" 0.0 0.0 1.0 1.0
#pragma parameter SATURATION "Saturation" 1.0 0.0 2.0 0.05
#pragma parameter BRIGHTNESS_ "Brightness, Sega fix:1.06" 1.0 0.0 2.0 0.01
#pragma parameter BLACK "Black Level" 0.0 -0.20 0.20 0.01
#pragma parameter RG "Green <-to-> Red Hue" 0.0 -0.25 0.25 0.01
#pragma parameter RB "Blue <-to-> Red Hue" 0.0 -0.25 0.25 0.01
#pragma parameter GB "Blue <-to-> Green Hue" 0.0 -0.25 0.25 0.01
#pragma parameter bogus_con " [ CONVERGENCE SETTINGS ] " 0.0 0.0 0.0 0.0
#pragma parameter C_STR "Convergence Overall Strength" 0.0 0.0 0.5 0.05
#pragma parameter CONV_R "Convergence Red X-Axis" 0.0 -1.0 1.0 0.05
#pragma parameter CONV_G "Convergence Green X-axis" 0.0 -1.0 1.0 0.05
#pragma parameter CONV_B "Convergence Blue X-Axis" 0.0 -1.0 1.0 0.05
#pragma parameter POTATO "Potato Boost(Simple Gamma, adjust Mask)" 0.0 0.0 1.0 1.0
#define pi 3.1415926535897932384626433
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float BLACK, RG, RB, GB, POTATO,SATURATION,BRIGHTNESS_,bzl,zoomx,zoomy,centerx,centery,vig,ambient;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} global;
#define SourceSize global.SourceSize
#define OriginalSize global.OriginalSize
#define OutputSize global.OutputSize
#define FrameCount global.FrameCount
#define M_TYPE params.M_TYPE
#define BGR params.BGR
#define MSIZE params.MSIZE
#define Maskl params.Maskl
#define Maskh params.Maskh
#define C_STR params.C_STR
#define CONV_R params.CONV_R
#define CONV_G params.CONV_G
#define CONV_B params.CONV_B
#define SCANLINE params.SCANLINE
#define INTERLACE params.INTERLACE
#define WARPX params.WARPX
#define WARPY params.WARPY
#define SLOT params.SLOT
#define SLOTW params.SLOTW
#define c_space params.c_space
#define CORNER params.CORNER
#define B_SMOOTH params.B_SMOOTH
#define BR_DEP params.BR_DEP
#define EXT_GAMMA params.EXT_GAMMA
#define PAL_NTSC params.PAL_NTSC
#define RG global.RG
#define RB global.RB
#define GB global.GB
#define BLACK global.BLACK
#define POTATO global.POTATO
#define SATURATION global.SATURATION
#define BRIGHTNESS_ global.BRIGHTNESS_
#define bzl global.bzl
#define zoomx global.zoomx
#define zoomy global.zoomy
#define centerx global.centerx
#define centery global.centery
#define vig global.vig
#define ambient global.ambient
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 scale;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
scale = SourceSize.xy/OriginalSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(location = 1) in vec2 scale;
layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D bezel;
///////////////////////////////////////////////////////////////////////////////////////////////
#define blck (1.0)/(1.0-BLACK);
vec3 Mask(vec2 pos, float CGWG)
{
vec3 mask = vec3(CGWG);
if (M_TYPE == 0.0){
if (POTATO == 1.0) return vec3( (1.0-CGWG)*sin(pos.x*pi)+CGWG) ;
else{
float m = fract(pos.x*0.5);
if (m<0.5) mask.rb = vec2(1.0);
else mask.g = 1.0;
return mask;}
}
if (M_TYPE == 1.0){
if (POTATO == 1.0) return vec3( (1.0-CGWG)*sin(pos.x*pi*0.6667)+CGWG) ;
else{
float m = fract(pos.x*0.3333);
if (m<0.3333) mask.rgb = (BGR == 0.0) ? vec3(mask.r, mask.g, 1.0) : vec3(1.0, mask.g, mask.b);
else if (m<0.6666) mask.g = 1.0;
else mask.rgb = (BGR == 0.0) ? vec3(1.0, mask.g, mask.b) : vec3(mask.r, mask.g, 1.0);
return mask;
}
}
else return vec3(1.0);
}
float scanlineWeights(float distance, vec3 color, float x)
{
// "wid" controls the width of the scanline beam, for each RGB
// channel The "weights" lines basically specify the formula
// that gives you the profile of the beam, i.e. the intensity as
// a function of distance from the vertical center of the
// scanline. In this case, it is gaussian if width=2, and
// becomes nongaussian for larger widths. Ideally this should
// be normalized so that the integral across the beam is
// independent of its width. That is, for a narrower beam
// "weights" should have a higher peak at the center of the
// scanline than for a wider beam.
float wid = SCANLINE + 0.15 * dot(color, vec3(0.25-0.8*x)); //0.8 vignette strength
float weights = distance / wid;
return 0.4 * exp(-weights * weights ) / wid;
}
#define pwr vec3(1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2)
// Returns gamma corrected output, compensated for scanline+mask embedded gamma
vec3 inv_gamma(vec3 col, vec3 power)
{
vec3 cir = col-1.0;
cir *= cir;
col = mix(sqrt(col),sqrt(1.0-cir),power);
return col;
}
// standard 6500k
mat3 PAL = mat3(
1.0740 , -0.0574 , -0.0119 ,
0.0384 , 0.9699 , -0.0059 ,
-0.0079 , 0.0204 , 0.9884 );
// standard 6500k
mat3 NTSC = mat3(
0.9318 , 0.0412 , 0.0217 ,
0.0135 , 0.9711 , 0.0148 ,
0.0055 , -0.0143 , 1.0085 );
// standard 8500k
mat3 NTSC_J = mat3(
0.9501 , -0.0431 , 0.0857 ,
0.0265 , 0.9278 , 0.0432 ,
0.0011 , -0.0206 , 1.3153 );
vec3 slot(vec2 pos)
{
float h = fract(pos.x/SLOTW);
float v = fract(pos.y);
float odd;
if (v<0.5) odd = 0.0; else odd = 1.0;
if (odd == 0.0)
{if (h<0.5) return vec3(0.5); else return vec3(1.5);}
else if (odd == 1.0)
{if (h<0.5) return vec3(1.5); else return vec3(0.5);}
}
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0+pos.y*pos.y*WARPX, 1.0+pos.x*pos.x*WARPY);
pos = pos*0.5+0.5;
return pos;
}
void main()
{
// Hue matrix inside main() to avoid GLES error
mat3 hue = mat3(
1.0, -RG, -RB,
RG, 1.0, -GB,
RB, GB, 1.0
);
// 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*0.97+vec2(0.015,0.015));
bez.rgb = mix(bez.rgb, vec3(ambient),0.5);
vec2 bpos = pos;
vec2 ps = SourceSize.zw;
vec2 dx = vec2(ps.x,0.0);
// Quilez
vec2 ogl2 = pos*SourceSize.xy;
vec2 i = floor(pos*SourceSize.xy) + 0.5;
float f = ogl2.y - i.y;
pos.y = (i.y + 4.0*f*f*f)*ps.y; // smooth
pos.x = mix(pos.x, i.x*ps.x, 0.2);
// Convergence
vec3 res0 = texture(Source,pos).rgb;
float resr = texture(Source,pos + dx*CONV_R).r;
float resb = texture(Source,pos + dx*CONV_B).b;
float resg = texture(Source,pos + dx*CONV_G).g;
vec3 res = vec3( res0.r*(1.0-C_STR) + resr*C_STR,
res0.g*(1.0-C_STR) + resg*C_STR,
res0.b*(1.0-C_STR) + resb*C_STR
);
// Vignette
float x = 0.0;
if (vig == 1.0){
x = vTexCoord.x*scale.x-0.5;
x = x*x;}
float l = dot(vec3(BR_DEP),res);
// Color Spaces
if(EXT_GAMMA != 1.0) res *= res;
if (c_space != 0.0) {
if (c_space == 1.0) res *= PAL;
if (c_space == 2.0) res *= NTSC;
if (c_space == 3.0) res *= NTSC_J;
// Apply CRT-like luminances
res /= vec3(0.24,0.69,0.07);
res *= vec3(0.29,0.6,0.11);
res = clamp(res,0.0,1.0);
}
float s = fract(bpos.y*SourceSize.y-0.5);
// handle interlacing
if (OriginalSize.y > 400.0)
{
s = fract(bpos.y*SourceSize.y/2.0-0.5);
if (INTERLACE == 1.0) s = mod(float(FrameCount),2.0) < 1.0 ? s: s+0.5;
}
// Calculate CRT-Geom scanlines weight and apply
float weight = scanlineWeights(s, res, x);
float weight2 = scanlineWeights(1.0-s, res, x);
res *= weight + weight2;
// Masks
vec2 xy = vTexCoord*OutputSize.xy*scale/MSIZE;
float CGWG = mix(Maskl, Maskh, l);
res *= Mask(xy, CGWG);
// Apply slot mask on top of Trinitron-like mask
if (SLOT == 1.0) res *= mix(slot(xy/2.0),vec3(1.0),CGWG);
if (POTATO == 0.0) res = inv_gamma(res,pwr);
else {res = sqrt(res); res *= mix(1.3,1.1,l);}
// Saturation
float lum = dot(vec3(0.29,0.60,0.11),res);
res = mix(vec3(lum),res,SATURATION);
// Brightness, Hue and Black Level
res *= BRIGHTNESS_;
res *= hue;
res -= vec3(BLACK);
res *= blck;
// Apply bezel code, adapted from New-Pixie
if (bzl >0.0)
res.rgb = mix(res.rgb, mix(max(res.rgb, 0.0), pow( abs(bez.rgb), vec3( 1.4 ) ), bez.w * bez.w), vec3( 1.0 ) );
FragColor = vec4(res,1.0);
}