184 lines
4.5 KiB
GLSL
184 lines
4.5 KiB
GLSL
#version 330 core
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// Configuración
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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#define MASK_TYPE 2
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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uniform float uVignette; // 0 = sin viñeta, 1 = máxima
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uniform float uScanlines; // 0 = desactivadas, 1 = plenas
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uniform float uChroma; // 0 = sin aberración, 1 = máxima
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uniform float uOutputHeight; // altura del viewport en pixels de pantalla
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= vScreenScale;
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}
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return coord;
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}
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#endif
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float CalcScanLineWeight(float dist)
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{
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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{
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#if defined(CURVATURE)
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vec2 texcoord = Distort(vTexCoord);
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if (texcoord.x < 0.0) {
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FragColor = vec4(0.0);
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return;
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}
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#else
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vec2 texcoord = vTexCoord;
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#endif
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vec2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / TextureSize;
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vec2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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vec2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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// Scanline en espacio de pantalla (subpíxel)
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float scaleY = uOutputHeight / TextureSize.y;
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float screenY = vTexCoord.y * uOutputHeight;
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float posInRow = mod(screenY, scaleY);
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float scanLineDY = posInRow / scaleY - 0.5;
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float localFilterWidth = 1.0 / scaleY;
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float scanLineWeight = CalcScanLineWeight(scanLineDY);
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scanLineWeight += CalcScanLineWeight(scanLineDY - localFilterWidth);
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scanLineWeight += CalcScanLineWeight(scanLineDY + localFilterWidth);
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scanLineWeight *= 0.3333333;
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// Phosphor blur en espacio textura (sin cambios)
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float dy = texcoordInPixels.y - tempY;
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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#endif
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float ca = uChroma * 0.005;
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vec3 colour;
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colour.r = texture(Texture, tc + vec2(ca, 0.0)).r;
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colour.g = texture(Texture, tc).g;
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colour.b = texture(Texture, tc - vec2(ca, 0.0)).b;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, vec3(INPUT_GAMMA));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= mix(1.0, scanLineWeight, uScanlines);
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA));
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#endif
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#endif
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#endif
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if (uVignette > 0.0) {
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vec2 uv = texcoord - vec2(0.5);
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float vig = 1.0 - dot(uv, uv) * uVignette * 4.0;
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colour *= clamp(vig, 0.0, 1.0);
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}
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#if MASK_TYPE == 0
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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float whichMask = fract(gl_FragCoord.x * 0.5);
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vec3 mask;
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if (whichMask < 0.5)
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mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
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FragColor = vec4(colour * mask, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract(gl_FragCoord.x * 0.3333333);
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vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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else if (whichMask < 0.6666666)
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mask.y = 1.0;
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else
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mask.z = 1.0;
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FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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