mirror of
https://gitlab.com/skysthelimit.dev/selenite.git
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193 lines
5.4 KiB
GLSL
193 lines
5.4 KiB
GLSL
/*
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cgwg's CRT shader
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Copyright (C) 2010-2011 cgwg, Themaister
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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(cgwg gave their consent to have their code distributed under the GPL in
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this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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*/
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// Parameter lines go here:
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#pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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// out variables go here as COMPAT_VARYING whatever
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// TODO/FIXME - Wrap all these in a struct-like type so we can address
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COMPAT_VARYING vec2 c01;
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COMPAT_VARYING vec2 c11;
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COMPAT_VARYING vec2 c21;
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COMPAT_VARYING vec2 c31;
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COMPAT_VARYING vec2 c02;
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COMPAT_VARYING vec2 c12;
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COMPAT_VARYING vec2 c22;
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COMPAT_VARYING vec2 c32;
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COMPAT_VARYING COMPAT_PRECISION float mod_factor;
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COMPAT_VARYING vec2 ratio_scale;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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vec2 delta = SourceSize.zw;
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float dx = delta.x;
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float dy = delta.y;
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c01 = vTexCoord + vec2(-dx, 0.0);
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c11 = vTexCoord + vec2(0.0, 0.0);
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c21 = vTexCoord + vec2(dx, 0.0);
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c31 = vTexCoord + vec2(2.0 * dx, 0.0);
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c02 = vTexCoord + vec2(-dx, dy);
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c12 = vTexCoord + vec2(0.0, dy);
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c22 = vTexCoord + vec2(dx, dy);
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c32 = vTexCoord + vec2(2.0 * dx, dy);
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mod_factor = vTexCoord.x * outsize.x;
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ratio_scale = vTexCoord * SourceSize.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 c01;
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COMPAT_VARYING vec2 c11;
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COMPAT_VARYING vec2 c21;
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COMPAT_VARYING vec2 c31;
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COMPAT_VARYING vec2 c02;
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COMPAT_VARYING vec2 c12;
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COMPAT_VARYING vec2 c22;
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COMPAT_VARYING vec2 c32;
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COMPAT_VARYING COMPAT_PRECISION float mod_factor;
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COMPAT_VARYING vec2 ratio_scale;
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// compatibility #defines
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#define Source Texture
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float CRTCGWG_GAMMA;
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#else
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#define CRTCGWG_GAMMA 2.7
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#endif
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#define TEX2D(c) COMPAT_TEXTURE(Source ,(c))
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#define PI 3.141592653589
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void main()
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{
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vec2 uv_ratio = fract(ratio_scale);
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vec3 col, col2;
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mat4 texes0 = mat4(TEX2D(c01).xyzw, TEX2D(c11).xyzw, TEX2D(c21).xyzw, TEX2D(c31).xyzw);
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mat4 texes1 = mat4(TEX2D(c02).xyzw, TEX2D(c12).xyzw, TEX2D(c22).xyzw, TEX2D(c32).xyzw);
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vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005;
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coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs);
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coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0));
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vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33);
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vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33);
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col = clamp(texes0 * coeffs, 0.0, 1.0).xyz;
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col2 = clamp(texes1 * coeffs, 0.0, 1.0).xyz;
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vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
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vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
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col = pow(col, vec3(CRTCGWG_GAMMA));
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col2 = pow(col2, vec3(CRTCGWG_GAMMA));
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vec3 sqrt1 = inversesqrt(0.5 * wid);
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vec3 sqrt2 = inversesqrt(0.5 * wid2);
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vec3 pow_mul1 = weights * sqrt1;
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vec3 pow_mul2 = weights2 * sqrt2;
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vec3 div1 = 0.1320 * wid + 0.392;
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vec3 div2 = 0.1320 * wid2 + 0.392;
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vec3 pow1 = -pow(pow_mul1, wid);
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vec3 pow2 = -pow(pow_mul2, wid2);
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weights = exp(pow1) / div1;
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weights2 = exp(pow2) / div2;
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vec3 multi = col * weights + col2 * weights2;
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vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)));
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FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0);
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}
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#endif
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