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#version 450 | ||
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/* | ||
Phosphor Afterglow Shader pass 0 | ||
Copyright (C) 2020 guest(r) - [email protected] | ||
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. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program; if not, write to the Free Software | ||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. | ||
*/ | ||
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//#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 | ||
#define internal_res 1.0 | ||
//#pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01 | ||
#define PR 0.12 | ||
//#pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01 | ||
#define PG 0.12 | ||
//#pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01 | ||
#define PB 0.12 | ||
//#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01 | ||
#define AS 0.20 | ||
//#pragma parameter sat " Afterglow saturation" 0.50 0.0 1.0 0.01 | ||
#define sat 0.50 | ||
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#define COMPAT_TEXTURE(b,c,d) texture(sampler2D(b,c),d) | ||
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layout(location = 0) in vec2 vTexCoord; | ||
layout(location = 0) out vec4 FragColor; | ||
layout(set = 1, binding = 0) uniform texture2D OriginalHistory0_texture; | ||
layout(set = 1, binding = 1) uniform sampler OriginalHistory0; | ||
layout(set = 1, binding = 2) uniform vec2 TextSize; | ||
layout(set = 1, binding = 3) uniform texture2D AfterglowPassFeedback_texture; | ||
layout(set = 1, binding = 4) uniform sampler AfterglowPassFeedback; | ||
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#define TEX0 vTexCoord | ||
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void main() | ||
{ | ||
vec3 color = COMPAT_TEXTURE(OriginalHistory0_texture, OriginalHistory0, TEX0.xy).rgb; | ||
vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback_texture, AfterglowPassFeedback, TEX0.xy).rgb; | ||
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float w = 1.0; | ||
if ((color.r + color.g + color.b < (25.0/255.0))) { w = 0.0; } | ||
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vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w); | ||
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FragColor = vec4(result,1.0); | ||
//FragColor = vec4(clamp(accumulate + color,0.0,1.0), w); | ||
//FragColor = COMPAT_TEXTURE(OriginalHistory0_texture, OriginalHistory0, TEX0.xy); | ||
} |
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assets/shaders/crt-guest-advanced-hd/bloom_horizontal.frag
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#version 450 | ||
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/* | ||
Gaussian blur - horizontal pass, dynamic range, resizable | ||
Copyright (C) 2021 guest(r) - [email protected] | ||
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. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program; if not, write to the Free Software | ||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. | ||
*/ | ||
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//#pragma parameter bogus_glow "[ GLOW/BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 | ||
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//#pragma parameter SIZEHB " H. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 | ||
#define SIZEHB 4.0 | ||
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//#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 | ||
#define SIGMA_HB 1.0 | ||
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#pragma stage fragment | ||
layout(location = 0) in vec2 vTexCoord; | ||
layout(location = 0) out vec4 FragColor; | ||
layout(set = 1, binding = 0) uniform texture2D LinearizePass_texture; | ||
layout(set = 1, binding = 1) uniform sampler LinearizePass; | ||
layout(set = 1, binding = 2) uniform vec2 TextSize; | ||
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#define COMPAT_TEXTURE(c,d) texture(sampler2D(LinearizePass_texture,c),d) | ||
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float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB); | ||
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float gaussian(float x) | ||
{ | ||
return exp(-x*x*invsqrsigma); | ||
} | ||
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void main() | ||
{ | ||
vec2 invTextSize = 1 / TextSize; | ||
vec4 OriginalSize = vec4(TextSize,invTextSize.x,invTextSize.y); | ||
vec4 SourceSize1 = OriginalSize; | ||
float f = fract(SourceSize1.x * vTexCoord.x); | ||
f = 0.5 - f; | ||
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; | ||
vec4 color = vec4(0.0); | ||
vec2 dx = vec2(SourceSize1.z, 0.0); | ||
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float w; | ||
float wsum = 0.0; | ||
vec4 pixel; | ||
float n = -SIZEHB; | ||
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do | ||
{ | ||
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx); | ||
w = gaussian(n+f); | ||
pixel.a = max(max(pixel.r, pixel.g),pixel.b); | ||
pixel.a*=pixel.a*pixel.a; | ||
color = color + w * pixel; | ||
wsum = wsum + w; | ||
n = n + 1.0; | ||
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} while (n <= SIZEHB); | ||
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color = color / wsum; | ||
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float lenadj = pow(length(color.rgb) / sqrt(3), 0.333333) * sqrt(3); | ||
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color = color * (lenadj/length(color.rgb)); | ||
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FragColor = vec4(color.rgb, 1.0); | ||
//FragColor = vec4(color.rgb, pow(color.a, 0.333333)); | ||
} |
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#version 450 | ||
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/* | ||
Gaussian blur - vertical pass, dynamic range, resizable | ||
Copyright (C) 2020 guest(r) - [email protected] | ||
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. | ||
This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
GNU General Public License for more details. | ||
You should have received a copy of the GNU General Public License | ||
along with this program; if not, write to the Free Software | ||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. | ||
*/ | ||
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//#pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 | ||
#define SIZEVB 4.0 | ||
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//#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 | ||
#define SIGMA_VB 1.0 | ||
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//#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match | ||
#define prescalex 1.0 | ||
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//#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with Linearize Pass pass, values must match | ||
#define prescaley 1.0 | ||
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#pragma stage fragment | ||
layout(location = 0) in vec2 vTexCoord; | ||
layout(location = 0) out vec4 FragColor; | ||
layout(set = 1, binding = 0) uniform texture2D Source_texture; | ||
layout(set = 1, binding = 1) uniform sampler Source; | ||
layout(set = 1, binding = 2) uniform vec2 TextSize; | ||
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#define COMPAT_TEXTURE(c,d) texture(sampler2D(Source_texture,c),d) | ||
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float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB); | ||
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float gaussian(float x) | ||
{ | ||
return exp(-x*x*invsqrsigma); | ||
} | ||
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void main() | ||
{ | ||
vec2 invTextSize = 1 / TextSize; | ||
vec4 OriginalSize = vec4(TextSize,invTextSize.x,invTextSize.y); | ||
vec4 SourceSize = OriginalSize * vec4(prescalex, prescaley, (1.0/prescalex), (1.0/prescaley)); | ||
vec4 SourceSize1 = vec4(SourceSize.x, OriginalSize.y, SourceSize.z, OriginalSize.w); | ||
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float f = fract(SourceSize1.y * vTexCoord.y); | ||
f = 0.5 - f; | ||
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; | ||
vec4 color = vec4(0.0); | ||
vec2 dy = vec2(0.0, SourceSize1.w); | ||
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float w; | ||
float wsum = 0.0; | ||
vec4 pixel; | ||
float n = -SIZEVB; | ||
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do | ||
{ | ||
pixel = COMPAT_TEXTURE(Source, tex + n*dy); | ||
w = gaussian(n+f); | ||
pixel.a*=pixel.a*pixel.a; | ||
color = color + w * pixel; | ||
wsum = wsum + w; | ||
n = n + 1.0; | ||
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} while (n <= SIZEVB); | ||
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color = color / wsum; | ||
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float lenadj = pow(length(color.rgb) / sqrt(3), 0.75) * sqrt(3); | ||
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color = color * (lenadj/length(color.rgb)); | ||
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FragColor = vec4(color.rgb, 1.0); | ||
//FragColor = vec4(color.rgb, pow(color.a, 0.175)); | ||
} |
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