treballant en metal
This commit is contained in:
185
data/shaders/crtpi_240.metal
Normal file
185
data/shaders/crtpi_240.metal
Normal file
@@ -0,0 +1,185 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Metal Shading Language version converted from GLSL
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
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.
|
||||
*/
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
// Constants
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
|
||||
struct VertexIn {
|
||||
float4 position [[attribute(0)]];
|
||||
float2 texcoord [[attribute(1)]];
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
float4 position [[position]];
|
||||
float2 TEX0;
|
||||
#if defined(CURVATURE)
|
||||
float2 screenScale;
|
||||
#endif
|
||||
float filterWidth;
|
||||
};
|
||||
|
||||
vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
|
||||
VertexOut out;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
out.screenScale = float2(1.0, 1.0);
|
||||
#endif
|
||||
out.filterWidth = (768.0 / 240.0) / 3.0;
|
||||
out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001;
|
||||
out.position = in.position;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
#if defined(CURVATURE)
|
||||
float2 Distort(float2 coord, float2 screenScale) {
|
||||
float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= float2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = float2(-1.0); // If out of bounds, return an invalid value.
|
||||
else {
|
||||
coord += float2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist) {
|
||||
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy, float filterWidth) {
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy - filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy + filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
fragment float4 fragment_main(VertexOut in [[stage_in]],
|
||||
texture2d<float> Texture [[texture(0)]],
|
||||
sampler textureSampler [[sampler(0)]]) {
|
||||
float2 TextureSize = float2(320.0, 240.0);
|
||||
#if defined(CURVATURE)
|
||||
float2 texcoord = Distort(in.TEX0, in.screenScale);
|
||||
if (texcoord.x < 0.0)
|
||||
return float4(0.0);
|
||||
else
|
||||
#else
|
||||
float2 texcoord = in.TEX0;
|
||||
#endif
|
||||
{
|
||||
float2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
float2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
float2 coord = tempCoord / TextureSize;
|
||||
float2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth);
|
||||
float2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
float2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy, in.filterWidth);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
float2 tc = float2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
float3 colour = Texture.sample(textureSampler, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, float3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, float3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
return float4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.5);
|
||||
float3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
|
||||
float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
return float4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
185
data/shaders/crtpi_256.metal
Normal file
185
data/shaders/crtpi_256.metal
Normal file
@@ -0,0 +1,185 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Metal Shading Language version converted from GLSL
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
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.
|
||||
*/
|
||||
|
||||
#include <metal_stdlib>
|
||||
using namespace metal;
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
// Constants
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
|
||||
struct VertexIn {
|
||||
float4 position [[attribute(0)]];
|
||||
float2 texcoord [[attribute(1)]];
|
||||
};
|
||||
|
||||
struct VertexOut {
|
||||
float4 position [[position]];
|
||||
float2 TEX0;
|
||||
#if defined(CURVATURE)
|
||||
float2 screenScale;
|
||||
#endif
|
||||
float filterWidth;
|
||||
};
|
||||
|
||||
vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
|
||||
VertexOut out;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
out.screenScale = float2(1.0, 1.0);
|
||||
#endif
|
||||
out.filterWidth = (768.0 / 256.0) / 3.0;
|
||||
out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001;
|
||||
out.position = in.position;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
#if defined(CURVATURE)
|
||||
float2 Distort(float2 coord, float2 screenScale) {
|
||||
float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= float2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = float2(-1.0); // If out of bounds, return an invalid value.
|
||||
else {
|
||||
coord += float2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist) {
|
||||
return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy, float filterWidth) {
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy - filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy + filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
fragment float4 fragment_main(VertexOut in [[stage_in]],
|
||||
texture2d<float> Texture [[texture(0)]],
|
||||
sampler textureSampler [[sampler(0)]]) {
|
||||
float2 TextureSize = float2(320.0, 256.0);
|
||||
#if defined(CURVATURE)
|
||||
float2 texcoord = Distort(in.TEX0, in.screenScale);
|
||||
if (texcoord.x < 0.0)
|
||||
return float4(0.0);
|
||||
else
|
||||
#else
|
||||
float2 texcoord = in.TEX0;
|
||||
#endif
|
||||
{
|
||||
float2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
float2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
float2 coord = tempCoord / TextureSize;
|
||||
float2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth);
|
||||
float2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
float2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy, in.filterWidth);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
float2 tc = float2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
float3 colour = Texture.sample(textureSampler, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, float3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, float3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
return float4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.5);
|
||||
float3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
|
||||
float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
return float4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user