mirror of https://github.com/PCSX2/pcsx2.git
363 lines
8.0 KiB
GLSL
363 lines
8.0 KiB
GLSL
#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(push_constant) uniform cb10
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{
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vec4 u_source_rect;
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vec4 u_target_rect;
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vec2 u_source_size;
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vec2 u_target_size;
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vec2 u_target_resolution;
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vec2 u_rcp_target_resolution; // 1 / u_target_resolution
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vec2 u_source_resolution;
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vec2 u_rcp_source_resolution; // 1 / u_source_resolution
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float u_time;
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vec3 cb0_pad0;
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};
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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vec4 sample_c(vec2 uv)
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{
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return texture(samp0, uv);
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}
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vec4 ps_crt(uint i)
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{
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vec4 mask[4] = vec4[4](
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vec4(1, 0, 0, 0),
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vec4(0, 1, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(1, 1, 1, 0));
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return sample_c(v_tex) * clamp((mask[i] + 0.5f), 0.0f, 1.0f);
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}
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vec4 ps_scanlines(uint i)
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{
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vec4 mask[2] =
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{
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vec4(1, 1, 1, 0),
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vec4(0, 0, 0, 0)};
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return sample_c(v_tex) * clamp((mask[i] + 0.5f), 0.0f, 1.0f);
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}
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#ifdef ps_copy
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void ps_copy()
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{
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o_col0 = sample_c(v_tex);
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}
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#endif
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#ifdef ps_filter_scanlines
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void ps_filter_scanlines() // scanlines
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{
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uvec4 p = uvec4(gl_FragCoord);
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o_col0 = ps_scanlines(p.y % 2);
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}
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#endif
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#ifdef ps_filter_diagonal
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void ps_filter_diagonal() // diagonal
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{
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uvec4 p = uvec4(gl_FragCoord);
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o_col0 = ps_crt((p.x + (p.y % 3)) % 3);
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}
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#endif
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#ifdef ps_filter_triangular
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void ps_filter_triangular() // triangular
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{
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uvec4 p = uvec4(gl_FragCoord);
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// output.c = ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3);
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o_col0 = ps_crt(((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3);
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}
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#endif
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#ifdef ps_filter_complex
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void ps_filter_complex() // triangular
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{
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const float PI = 3.14159265359f;
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vec2 texdim = vec2(textureSize(samp0, 0));
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o_col0 = (0.9 - 0.4 * cos(2 * PI * v_tex.y * texdim.y)) * sample_c(vec2(v_tex.x, (floor(v_tex.y * texdim.y) + 0.5) / texdim.y));
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}
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#endif
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#ifdef ps_filter_lottes
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#define MaskingType 4 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
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#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
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#define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
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#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
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#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
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#define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
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#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
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#define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
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#define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
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#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
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#define saturate(x) clamp(x, 0.0, 1.0)
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float ToLinear1(float c)
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{
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c = saturate(c);
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return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
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}
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vec3 ToLinear(vec3 c)
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{
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return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
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}
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float ToSrgb1(float c)
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{
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c = saturate(c);
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return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055;
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}
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vec3 ToSrgb(vec3 c)
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{
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return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
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}
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vec3 Fetch(vec2 pos, vec2 off)
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{
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vec2 screenSize = u_source_resolution;
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vec2 res = (screenSize * ResolutionScale);
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pos = round(pos * res + off) / res;
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if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5)
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{
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return vec3(0.0, 0.0, 0.0);
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}
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else
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{
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return ToLinear(texture(samp0, pos.xy).rgb);
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}
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}
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vec2 Dist(vec2 pos)
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{
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vec2 crtRes = u_rcp_target_resolution;
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vec2 res = (crtRes * MaskResolutionScale);
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pos = (pos * res);
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return -((pos - floor(pos)) - vec2(0.5, 0.5));
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}
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float Gaus(float pos, float scale)
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{
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return exp2(scale * pos * pos);
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}
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vec3 Horz3(vec2 pos, float off)
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{
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vec3 b = Fetch(pos, vec2(-1.0, off));
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vec3 c = Fetch(pos, vec2(0.0, off));
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vec3 d = Fetch(pos, vec2(1.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = FilterCRTAmount;
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float wb = Gaus(dst - 1.0, scale);
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float wc = Gaus(dst + 0.0, scale);
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float wd = Gaus(dst + 1.0, scale);
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return (b * wb) + (c * wc) + (d * wd) / (wb + wc + wd);
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}
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vec3 Horz5(vec2 pos, float off)
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{
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vec3 a = Fetch(pos, vec2(-2.0, off));
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vec3 b = Fetch(pos, vec2(-1.0, off));
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vec3 c = Fetch(pos, vec2(0.0, off));
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vec3 d = Fetch(pos, vec2(1.0, off));
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vec3 e = Fetch(pos, vec2(2.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = FilterCRTAmount;
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float wa = Gaus(dst - 2.0, scale);
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float wb = Gaus(dst - 1.0, scale);
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float wc = Gaus(dst + 0.0, scale);
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float wd = Gaus(dst + 1.0, scale);
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float we = Gaus(dst + 2.0, scale);
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return (a * wa) + (b * wb) + (c * wc) + (d * wd) + (e * we) / (wa + wb + wc + wd + we);
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}
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// Return scanline weight.
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float Scan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, ScanBrightness);
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}
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vec3 Tri(vec2 pos)
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{
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vec3 a = Horz3(pos, -1.0);
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vec3 b = Horz5(pos, 0.0);
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vec3 c = Horz3(pos, 1.0);
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float wa = Scan(pos, -1.0);
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float wb = Scan(pos, 0.0);
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float wc = Scan(pos, 1.0);
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return (a * wa) + (b * wb) + (c * wc);
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}
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vec2 Warp(vec2 pos)
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{
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pos = pos * 2.0 - 1.0;
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pos *= vec2(1.0 + (pos.y * pos.y) * HorizontalWarp, 1.0 + (pos.x * pos.x) * VerticalWarp);
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return pos * 0.5 + 0.5;
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}
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vec3 Mask(vec2 pos)
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{
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#if MaskingType == 1
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// Very compressed TV style shadow mask.
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float lines = MaskAmountLight;
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float odd = 0.0;
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if (fract(pos.x / 6.0) < 0.5)
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{
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odd = 1.0;
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}
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if (fract((pos.y + odd) / 2.0) < 0.5)
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{
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lines = MaskAmountDark;
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}
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pos.x = fract(pos.x / 3.0);
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vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
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if (pos.x < 0.333)
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{
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mask.r = MaskAmountLight;
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}
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else if (pos.x < 0.666)
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{
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mask.g = MaskAmountLight;
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}
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else
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{
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mask.b = MaskAmountLight;
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}
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mask *= lines;
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return mask;
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#elif MaskingType == 2
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// Aperture-grille.
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pos.x = fract(pos.x / 3.0);
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vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
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if (pos.x < 0.333)
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{
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mask.r = MaskAmountLight;
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}
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else if (pos.x < 0.666)
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{
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mask.g = MaskAmountLight;
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}
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else
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{
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mask.b = MaskAmountLight;
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}
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return mask;
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#elif MaskingType == 3
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// Stretched VGA style shadow mask (same as prior shaders).
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pos.x += pos.y * 3.0;
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vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
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pos.x = fract(pos.x / 6.0);
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if (pos.x < 0.333)
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{
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mask.r = MaskAmountLight;
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}
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else if (pos.x < 0.666)
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{
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mask.g = MaskAmountLight;
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}
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else
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{
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mask.b = MaskAmountLight;
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}
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return mask;
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#else
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// VGA style shadow mask.
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pos.xy = floor(pos.xy * vec2(1.0, 0.5));
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pos.x += pos.y * 3.0;
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vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
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pos.x = fract(pos.x / 6.0);
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if (pos.x < 0.333)
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{
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mask.r = MaskAmountLight;
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}
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else if (pos.x < 0.666)
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{
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mask.g = MaskAmountLight;
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}
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else
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{
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mask.b = MaskAmountLight;
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}
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return mask;
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#endif
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}
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vec4 LottesCRTPass()
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{
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vec4 fragcoord = gl_FragCoord - u_target_rect;
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vec4 color;
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vec2 inSize = u_target_resolution - (2 * u_target_rect.xy);
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vec2 pos = Warp(fragcoord.xy / inSize);
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#if UseShadowMask == 0
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color.rgb = Tri(pos);
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#else
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color.rgb = Tri(pos) * Mask(fragcoord.xy);
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#endif
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color.rgb = ToSrgb(color.rgb);
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color.a = 1.0;
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return color;
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}
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void ps_filter_lottes()
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{
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o_col0 = LottesCRTPass();
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}
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#endif
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#endif |