add harlequin's lcd-shader shaders and preset

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hunterk 2020-05-04 19:03:32 -05:00
parent c6bd9c687d
commit b0c74efaab
6 changed files with 563 additions and 0 deletions

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shaders = 4
shader0 = shaders/lcd-shader/lcd-pass-0.slang
alias0 = PASS1
shader1 = shaders/lcd-shader/lcd-pass-1.slang
shader2 = shaders/lcd-shader/lcd-pass-2.slang
shader3 = shaders/lcd-shader/lcd-pass-3.slang
scale_type0 = viewport
scale0 = 1
scale_type1 = source
scale1 = 1
scale_type2 = source
scale2 = 1
scale_type3 = source
scale3 = 1
filter_linear0 = false
filter_linear1 = false
filter_linear2 = false
filter_linear3 = false
textures = "BACKGROUND"
BACKGROUND = shaders/lcd-shader/background.png
BACKGROUND_linear = true

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// LCD Shader v0.0.1 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount; float response_time;
} params;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//config //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Simulate response time
// Higher values result in longer color transition periods - [0, 1]
#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
#define response_time params.response_time
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define video_scale floor(params.OutputSize.y * params.SourceSize.w) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define scaled_video_out (params.SourceSize.xy * video_scale) //size of the scaled video
#define half_pixel (0.5 * params.OutputSize.zw) //it's... half a pixel
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float cell_height;
layout(location = 2) out float texel_height;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
cell_height = params.SourceSize.w;
texel_height = 1.0 / (params.SourceSize.y * video_scale);
}
#pragma stage fragment
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define curr_rgb texture(Source, vTexCoord).rgb
#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb
#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb
#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb
#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb
#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb
#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb
#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb
#define line_alpha 0.5 //arbitrary 0<a<1 value used to distinguish vertical line fragments from the border and cell fragments later one
//ANY CHANGE TO THIS SHOULD BE REPEATED IN lcd_pass_3 SO IT CAN IDENTIFY LINE FRAGMENTS PROPERLY
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float cell_height;
layout(location = 2) in float texel_height;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
void main()
{
//motion blur
vec3 input_rgb = curr_rgb;
input_rgb += (prev0_rgb - input_rgb) * response_time;
input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0);
input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0);
input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0);
input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0);
input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
vec4 out_color = vec4(input_rgb, 1.0);
//add horizontal lines
bool is_on_line = bool(mod(vTexCoord.y, cell_height) > texel_height);
FragColor = vec4( (out_color.rgb * float(is_on_line)), (out_color.a - (line_alpha * float(!is_on_line))) );
}

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// LCD Shader v0.0.1 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float cell_scale, triad_color_0_r, triad_color_0_g, triad_color_0_b,
triad_color_1_r, triad_color_1_g, triad_color_1_b, triad_color_2_r,
triad_color_2_g, triad_color_2_b;
} params;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//config //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma parameter cell_scale "LCD Cell Scale" 1.0 1.0 5.0 1.0
#pragma parameter triad_color_0_r "LCD Red Triad Color R" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_0_g "LCD Red Triad Color G" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_0_b "LCD Red Triad Color B" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_r "LCD Green Triad Color R" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_g "LCD Green Triad Color G" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_b "LCD Green Triad Color B" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_2_r "LCD Blue Triad Color R" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_2_g "LCD Blue Triad Color G" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_2_b "LCD Blue Triad Color B" 1.0 0.0 1.0 0.1
#define cell_scale params.cell_scale
#define triad_color_0_r params.triad_color_0_r
#define triad_color_0_g params.triad_color_0_g
#define triad_color_0_b params.triad_color_0_b
#define triad_color_1_r params.triad_color_1_r
#define triad_color_1_g params.triad_color_1_g
#define triad_color_1_b params.triad_color_1_b
#define triad_color_2_r params.triad_color_2_r
#define triad_color_2_g params.triad_color_2_g
#define triad_color_2_b params.triad_color_2_b
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float dX;
layout(location = 2) out float two_dX;
layout(location = 3) out float three_dX;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float texel_width = params.SourceSize.z;
dX = texel_width;
two_dX = 2.0 * texel_width;
three_dX = 3.0 * texel_width;
}
#pragma stage fragment
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define triad_color_0 vec3(triad_color_0_r, triad_color_0_g, triad_color_0_b) //magenta
#define triad_color_1 vec3(triad_color_1_r, triad_color_1_g, triad_color_1_b) //yellow
#define triad_color_2 vec3(triad_color_2_r, triad_color_2_g, triad_color_2_b) //cyan
//#define triad_color_0 vec3(0.0, 0.0, 1.0) //blue
//#define triad_color_1 vec3(1.0, 0.0, 0.0) //red
//#define triad_color_2 vec3(0.0, 1.0, 0.0) //green
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float dX;
layout(location = 2) in float two_dX;
layout(location = 3) in float three_dX;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
//use modulo to deterimine the current subcell location and apply proper color
float modX = mod(vTexCoord.x, cell_scale * three_dX);
vec3 subpixel_color = (modX < cell_scale * dX) ? triad_color_0 :
(modX < cell_scale * two_dX) ? triad_color_1 : triad_color_2;
//use color darkening with input texture to determine the final color of the subpixel
//color darkening: the minimum value for each color component between the LCD cell and the input image is selected
//ex. LCD cell subpixel is magenta (1.0, 1.0, 0.0) and the current video texel is red (1.0, 0.0, 0.0)...
//...the result will be the minimum of each component: result.rgb = min(1.0, 1.0), min(1.0, 0.0), min(0.0, 0.0) = (1.0, 0.0, 0.0) = red
vec4 out_color = texture(Source, vTexCoord);
out_color.rgb = vec3( min(out_color.r, subpixel_color.r),
min(out_color.g, subpixel_color.g),
min(out_color.b, subpixel_color.b) );
FragColor = out_color;
}

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// LCD Shader v0.0.1 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LCD_to_input_ratio, bg_tint_r, bg_tint_g, bg_tint_b;
} params;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//config //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma parameter LCD_to_input_ratio "LCD to Input Ratio" 0.9 0.0 1.0 0.01
//the ratio of blending between the LCD pixels and the input image, higher values result in stronger LCD magenta/yellow/cyan bands - [0, 1]
#pragma parameter bg_tint_r "LCD Background Tint (Red)" 0.0 0.0 1.0 0.01
#pragma parameter bg_tint_g "LCD Background Tint (Green)" 0.0 0.0 1.0 0.01
#pragma parameter bg_tint_b "LCD Background Tint (Blue)" 0.0 0.0 1.0 0.01
#define LCD_to_input_ratio params.LCD_to_input_ratio
#define bg_tint_r params.bg_tint_r
#define bg_tint_g params.bg_tint_g
#define bg_tint_b params.bg_tint_b
vec3 bg_tint = vec3(bg_tint_r, bg_tint_g, bg_tint_b); //color to tint the background image in RGB format - each color component ranges from 0.0 (none) to 1.0 (fully saturated)
#define saturate(c) clamp(c, 0., 1.)
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define is_border_texel bool(out_color.a == 0.0)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PASS1;
layout(set = 0, binding = 4) uniform sampler2D BACKGROUND;
void main()
{
//sample all relevant textures
vec4 lcd_color = texture(Source, vTexCoord); //color darkened pixels from the previous pass
vec4 input_color = texture(PASS1, vTexCoord); //scaled input video with vertical lines from first pass
vec4 bg_color = texture(BACKGROUND, vTexCoord); //background image
//overlay the LCD image onto the input image to brighten the output and dampen the LCD cell colors
vec4 out_color = vec4( (lcd_color.rgb * LCD_to_input_ratio) + (input_color.rgb * (1.0 - LCD_to_input_ratio)), input_color.a);
//tint the background image and apply it to the output color if the current fragment is located in the border region
bg_color.rgb = saturate( vec3( //allows for highlights, bg_color = bg_tint when the background image color is 0.5 gray
bg_tint.r + mix(-1.0, 1.0, bg_color.r),
bg_tint.g + mix(-1.0, 1.0, bg_color.g),
bg_tint.b + mix(-1.0, 1.0, bg_color.b) ) );
out_color.rgb = (bg_color.rgb * float(is_border_texel)) + (out_color.rgb * float(!is_border_texel));
FragColor = out_color;
}

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// LCD Shader v0.0.1 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LCD_blending, original_blending;
} params;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//config //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//values related to color blending on the darkened vertical lines of the output image
//contribution of LCD colors to the blended output, higher values apply more color - [0.0, 0.5]
#pragma parameter LCD_blending "LCD Blending" 0.2 0.0 0.5 0.01
//contribution of the original input colors to the blended output, higher values apply more color - [0.0, 0.5]
#pragma parameter original_blending "Original Blending" 0.2 0.0 0.5 0.01
#define LCD_blending params.LCD_blending
#define original_blending params.original_blending
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 tex_coord_1;
layout(location = 2) out vec2 tex_coord_2;
layout(location = 3) out vec2 lower_bound;
layout(location = 4) out vec2 upper_bound;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 texel = params.SourceSize.zw; //size of one texel
tex_coord_1 = vTexCoord + vec2(0.0, texel.y); //down
tex_coord_2 = vTexCoord + vec2(0.0, -texel.y); //up
lower_bound = vec2(0.0); //lower texture bounds
upper_bound = texel * (params.OutputSize.xy - 2.0); //upper texture bounds
}
#pragma stage fragment
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define epsilon 0.1
#define line_alpha 0.5 //arbitrary 0<a<1 value used to distinguish vertical line fragments from the border and cell fragments later one
//ANY CHANGE TO THIS SHOULD BE REPEATED IN lcd_pass_0 SO IT CAN PROPERLY SET THE ALPHA VALUES
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment functions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//a simple blur technique that softens harsh color transitions and applies the results to fragmetns that lie on the darkened vertical lines of the image
//specialized to sample from the original input as well as the LCD overlay and allow mixing between the results
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 tex_coord_1;
layout(location = 2) in vec2 tex_coord_2;
layout(location = 3) in vec2 lower_bound;
layout(location = 4) in vec2 upper_bound;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PASS1;
vec4 simple_blur(vec4 COLOR)
{
//clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve vec4(0.,0.,0.,0.) and darken the edges otherwise)
vec2 new_tex_coord_1 = clamp(tex_coord_1, lower_bound, upper_bound);
vec2 new_tex_coord_2 = clamp(tex_coord_2, lower_bound, upper_bound);
//sample adjacent texels based on the coordinates above
vec4 adjacent_texel_1 = texture(Source, new_tex_coord_1); //LCD, down
vec4 adjacent_texel_2 = texture(Source, new_tex_coord_2); //LCD, up
vec4 adjacent_texel_3 = texture(PASS1, new_tex_coord_1); //original, down
vec4 adjacent_texel_4 = texture(PASS1, new_tex_coord_2); //original, up
//sum the differences between neighboring texels and apply modifiers
vec3 LCD_color = ( (COLOR.rgb - adjacent_texel_1.rgb) +
(COLOR.rgb - adjacent_texel_2.rgb) ) * LCD_blending;
vec3 original_color = ( (COLOR.rgb - adjacent_texel_3.rgb) +
(COLOR.rgb - adjacent_texel_4.rgb) ) * original_blending;
//subtract the values calculated above from the input color
COLOR.rgb -= original_color + LCD_color;
//return new value
return COLOR;
}
void main()
{
//sample input texture
vec4 out_color = texture(Source, vTexCoord);
//determine if the current fragment is located on the darkened vertical lines
bool is_on_line = bool(abs(out_color.a - line_alpha) < epsilon);
//apply simple_blur to line fragments, otherwise keep out_color equal to the input value
out_color = (simple_blur(out_color) * float(is_on_line)) + (out_color * float(!is_on_line));
FragColor = out_color;
}