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https://github.com/libretro/slang-shaders.git
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c562d89ec8
Some code optimizations.
171 lines
5.5 KiB
Plaintext
171 lines
5.5 KiB
Plaintext
#version 450
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/*
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Film Grain post-process shader v1.1
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Martins Upitis (martinsh) devlog-martinsh.blogspot.com
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2013
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Original shader:
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https://devlog-martinsh.blogspot.com/2013/05/image-imperfections-and-film-grain-post.html
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--------------------------
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This work is licensed under a Creative Commons Attribution 3.0 Unported License.
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So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
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I would also love to hear about a project you are using it.
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Have fun,
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Martins
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--------------------------
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https://www.shadertoy.com/view/Mly3Rw
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Perlin noise shader by toneburst:
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http://machinesdontcare.wordpress.com/2009/06/25/3d-perlin-noise-sphere-vertex-shader-sourcecode/
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*/
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// Ported by Hyllian - 2024
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float GRAIN_AMOUNT, COLOR_AMOUNT, GRAIN_SIZE;
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float LUM_AMOUNT;
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float COLORED;
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} params;
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#pragma parameter GRAIN_AMOUNT "Grain amount" 0.02 0.01 0.2 0.01
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#pragma parameter COLOR_AMOUNT "Color amount" 0.6 0.0 1.0 0.1
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#pragma parameter GRAIN_SIZE "Grain particle size" 1.6 1.5 2.5 0.1
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#pragma parameter LUM_AMOUNT "Luminance amount" 1.0 0.0 1.0 0.1
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#pragma parameter COLORED "Use colored noise" 0.0 0.0 1.0 1.0
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#define GRAIN_AMOUNT params.GRAIN_AMOUNT
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#define COLOR_AMOUNT params.COLOR_AMOUNT
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#define GRAIN_SIZE params.GRAIN_SIZE
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#define LUM_AMOUNT params.LUM_AMOUNT
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#define COLORED params.COLORED
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#define NOISE(x) (sin(dot(x+vec2(timer,timer),vec2(12.9898,78.233)))*43758.5453)
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float timer = mod(params.FrameCount, 4268.); // Global timer
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const float permTexUnit = 1.0 / 256.0; // Perm texture texel-size
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const float permTexUnitHalf = 0.5 / 256.0; // Half perm texture texel-size
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const vec3 rotOffset = vec3(1.425, 3.892, 5.835); // Rotation offset values
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const vec3 lumcoeff = vec3(0.299, 0.587, 0.114);
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const vec4 nRGBA = vec4(1.0, 1.2154, 1.3453, 1.3647);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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//a random texture generator, but you can also use a pre-computed perturbation texture
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float rnmA(vec2 tc) {return fract(NOISE(tc) * nRGBA.a ) * 2.0 - 1.0;}
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vec2 rnmRG(vec2 tc) {return fract(NOISE(tc) * nRGBA.rg ) * 2.0 - vec2(1.0);}
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vec2 fade(vec2 t) {return t * t * t * (t * (t * 6.0 - vec2(15.0)) + vec2(10.0));}
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float noise2D_contr(vec2 pi, vec2 pf, vec2 pxy, vec2 ptu)
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{
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// Noise contributions from (pxy)
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float perm = rnmA(pi.xy + ptu);
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vec2 grad = rnmRG(vec2(perm, 0.0)) * 4.0 - vec2(1.0);
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return dot(grad, pf - pxy);
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}
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float pnoise2D(vec2 p)
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{
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// Integer part, scaled so +1 moves permTexUnit texel
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vec2 pi = permTexUnit * floor(p) + permTexUnitHalf;
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// and offset 1/2 texel to sample texel centers. Fractional part for interpolation
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vec2 pf = fract(p);
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// Noise contributions from (x=0, y=0), (x=0, y=1), (x=1, y=0), (x=1, y=1).
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float n00 = noise2D_contr(pi, pf, vec2(0.0, 0.0), vec2( 0.0, 0.0));
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float n01 = noise2D_contr(pi, pf, vec2(0.0, 1.0), vec2( 0.0, permTexUnit));
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float n10 = noise2D_contr(pi, pf, vec2(1.0, 0.0), vec2(permTexUnit, 0.0));
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float n11 = noise2D_contr(pi, pf, vec2(1.0, 1.0), vec2(permTexUnit, permTexUnit));
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vec2 fd = fade(pf);
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// Blend contributions along x
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fd.x);
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// Blend contributions along y
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float n_xy = mix(n_x.x, n_x.y, fd.y);
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// We're done, return the final noise value
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return n_xy;
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}
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//2d coordinate orientation thing
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vec2 coordRot(vec2 tc, float angle, float width, float height)
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{
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float aspect = width / height;
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float rotX = ((tc.x * 2.0 - 1.0) * aspect * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle));
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float rotY = ((tc.x * 2.0 - 1.0) * aspect * sin(angle)) + ((tc.y * 2.0 - 1.0) * cos(angle));
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rotX = ((rotX / aspect) * 0.5 + 0.5);
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rotY = rotY * 0.5 + 0.5;
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return vec2(rotX, rotY);
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}
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void main()
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{
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float width = params.SourceSize.x;
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float height = params.SourceSize.y;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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vec2 texCoord = vTexCoord;
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vec2 rotCoordsR = coordRot(texCoord, timer + rotOffset.x, width, height);
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vec3 noise = vec3(pnoise2D(vec2(rotCoordsR * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))));
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if (COLORED == 1.0)
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{
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vec2 rotCoordsG = coordRot(texCoord, timer + rotOffset.y, width, height);
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vec2 rotCoordsB = coordRot(texCoord, timer + rotOffset.z, width, height);
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noise.g = mix(noise.r, pnoise2D(vec2(rotCoordsG * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), COLOR_AMOUNT);
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noise.b = mix(noise.r, pnoise2D(vec2(rotCoordsB * vec2(width / GRAIN_SIZE, height / GRAIN_SIZE))), COLOR_AMOUNT);
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}
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vec3 col = texture(Source, texCoord).rgb;
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//noisiness response curve based on scene luminance
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float luminance = mix(0.0, dot(col, lumcoeff), LUM_AMOUNT);
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float lum = smoothstep(0.2, 0.0, luminance);
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lum += luminance;
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noise = mix(noise, vec3(0.0), pow(lum, 4.0));
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col = col + noise * GRAIN_AMOUNT;
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FragColor = vec4(col, 1.0);
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}
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