mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-05-20 13:08:14 -04:00
112 lines
3.8 KiB
Plaintext
112 lines
3.8 KiB
Plaintext
#version 450
|
|
|
|
#include "config.inc"
|
|
#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 float vDynamicSeed;
|
|
layout(location = 2) out float vFlickering_power;
|
|
layout(location = 3) out float vDo_flickering;
|
|
layout(location = 4) out vec2 vFlickerCoords;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
|
|
void main() {
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
//Generate a seed that changes over time for temporal random noise
|
|
vDynamicSeed = mod(params.FrameCount, 120.0001);
|
|
|
|
vDo_flickering = float ( scanline_have_to_flicker(is_interlaced()) ) ;
|
|
|
|
if (vDo_flickering == 1.0) {
|
|
//Flicker one over 3 frames:
|
|
float ModFlicker = params.FrameCount % 3;
|
|
|
|
//Compute y flicker offset:
|
|
float FlickerOffset = 0.0;
|
|
float line_tick = is_interlaced() ? 1 : 2 ;
|
|
if (ModFlicker == 1.0 )
|
|
FlickerOffset = params.OriginalSize.w/line_tick;
|
|
else if (ModFlicker == 2.0)
|
|
FlickerOffset = -params.OriginalSize.w/line_tick;
|
|
|
|
//Export flicker coords for Fragment shader here:
|
|
vFlickerCoords = vec2(TexCoord.x, TexCoord.y + FlickerOffset);
|
|
|
|
vFlickering_power = PIXELGRID_INTR_FLICK_POWR;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in float vDynamicSeed;
|
|
layout(location = 2) in float vFlickering_power;
|
|
layout(location = 3) in float vDo_flickering;
|
|
layout(location = 4) in vec2 vFlickerCoords;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
#include "includes/functions.include.slang"
|
|
|
|
vec4 pixel_flickering() {
|
|
/* Simulates the flickering effect of the interlaced screens.
|
|
* As I remember, it was visible when a line and the next had high
|
|
* luminosity differences.
|
|
* So we need to sample the current line and the previous one
|
|
* (eventually applying color corrections to both).
|
|
*
|
|
* Repeating the following:
|
|
* On frame 0, return the "clean" pixel
|
|
* On frame 1, mix the upper pixel with the current one
|
|
* On frame 2, mix the lower pixel with the current one
|
|
*
|
|
* The effect of the mix is the flickering itself, and we modulate
|
|
* the mix according to the luminance difference between the current
|
|
* pixel and the mixed one.
|
|
*
|
|
* We choose to alternate on a period of 3,
|
|
* (thus considering the upper pixel and the lower one)
|
|
* or else the high pixel persistance of lcd displays wont allow
|
|
* to see the effect (the lcd panel would just mix the pixels by itself (meh).
|
|
*/
|
|
|
|
vec4 pixel_cur = texture(Source,vTexCoord);
|
|
vec3 flickline = texture(Source,vFlickerCoords).rgb;
|
|
|
|
//float lumdiff = abs( flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b);
|
|
//float lumdiff = abs( (flickline.r + flickline.g) + (flickline.b - pixel_cur.r) - (pixel_cur.g + pixel_cur.b) ); //1687 1754 2946 ASM PROOF: FASTER
|
|
float lumdiff = abs( dot(flickline.rgb, vec3(1.0)) - dot(pixel_cur.rgb, vec3(1.0)));// 1685 1750 2948 //ASM PROOF: Faster on SIMD8 and SIMD16, slower on SIMD32
|
|
|
|
lumdiff = min(lumdiff * vFlickering_power, 1.0);
|
|
return vec4( mix(pixel_cur.rgb,flickline.rgb,lumdiff),
|
|
pixel_cur.a); //<-- wee need to return the alpha channel because it carries ntsc artifact mask
|
|
}
|
|
|
|
|
|
void main() {
|
|
|
|
vec4 pixel_out;
|
|
|
|
if (vDo_flickering==1.0)
|
|
pixel_out = pixel_flickering(); //<-alpha carries ntsc artifacts mask
|
|
else
|
|
pixel_out = texture(Source, vTexCoord); //<-alpha carries ntsc artifacts mask
|
|
|
|
if (DO_RF_NOISE > 0.0) {
|
|
float anoise = random_fast(vTexCoord * vDynamicSeed);
|
|
pixel_out.rgb += scale_to_range(anoise, -RF_NOISE_STRENGTH, RF_NOISE_STRENGTH);
|
|
}
|
|
FragColor = pixel_out;
|
|
}
|
|
|
|
|