[retro-gtk] glsl-filters: Add the crt-simple filter



commit 9bd3f80b286d88b5bab4644d82b3f7376d41abed
Author: Adrien Plazas <kekun plazas laposte net>
Date:   Sun Oct 15 09:36:05 2017 +0200

    glsl-filters: Add the crt-simple filter
    
    This will be used in the next commits to offer a video filter mimicking
    CRT screens.

 retro-gtk/glsl-filters/crt-simple.filter |    8 ++
 retro-gtk/glsl-filters/crt-simple.fs     |  127 ++++++++++++++++++++++++++++++
 retro-gtk/glsl-filters/crt-simple.vs     |   32 ++++++++
 retro-gtk/retro-gtk.gresource.xml        |    3 +
 4 files changed, 170 insertions(+), 0 deletions(-)
---
diff --git a/retro-gtk/glsl-filters/crt-simple.filter b/retro-gtk/glsl-filters/crt-simple.filter
new file mode 100644
index 0000000..4ab6bc6
--- /dev/null
+++ b/retro-gtk/glsl-filters/crt-simple.filter
@@ -0,0 +1,8 @@
+[GLSL Filter]
+Filter=Linear
+Wrap=Border
+Vertex=crt-simple.vs
+Fragment=crt-simple.fs
+Authors=hunterk;
+License=GPL-2.0+;
+URL=https://github.com/hizzlekizzle/quark-shaders/tree/master/CRT-Simple.shader
diff --git a/retro-gtk/glsl-filters/crt-simple.fs b/retro-gtk/glsl-filters/crt-simple.fs
new file mode 100644
index 0000000..5fdccaa
--- /dev/null
+++ b/retro-gtk/glsl-filters/crt-simple.fs
@@ -0,0 +1,127 @@
+#version 150
+
+uniform sampler2D source[];
+uniform vec4 sourceSize[];
+
+in Vertex {
+  vec2 texCoord;
+  vec2 one;
+  float mod_factor;
+};
+
+out vec4 fragColor;
+
+        uniform vec4 targetSize;
+        uniform vec2 outputSize;
+
+        // Enable screen curvature.
+        #define CURVATURE
+
+        // Controls the intensity of the barrel distortion used to emulate the
+        // curvature of a CRT. 0.0 is perfectly flat, 1.0 is annoyingly
+        // distorted, higher values are increasingly ridiculous.
+        #define distortion 0.08
+
+        // Simulate a CRT gamma of 2.4.
+        #define inputGamma  2.4
+
+        // Compensate for the standard sRGB gamma of 2.2.
+        #define outputGamma 2.2
+
+        // Macros.
+        #define TEX2D(c) pow(texture2D(source[0], (c)), vec4(inputGamma))
+        #define PI 3.141592653589
+
+        // Apply radial distortion to the given coordinate.
+        vec2 radialDistortion(vec2 coord)
+        {
+                vec2 cc = coord - 0.5;
+                float dist = dot(cc, cc) * distortion;
+                return (coord + cc * (1.0 + dist) * dist);
+        }
+
+        // Calculate the influence of a scanline on the current pixel.
+        //
+        // 'distance' is the distance in texture coordinates from the current
+        // pixel to the scanline in question.
+        // 'color' is the colour of the scanline at the horizontal location of
+        // the current pixel.
+        vec4 scanlineWeights(float distance, vec4 color)
+        {
+                // The "width" of the scanline beam is set as 2*(1 + x^4) for
+                // each RGB channel.
+                vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
+
+                // The "weights" lines basically specify the formula that gives
+                // you the profile of the beam, i.e. the intensity as
+                // a function of distance from the vertical center of the
+                // scanline. In this case, it is gaussian if width=2, and
+                // becomes nongaussian for larger widths. Ideally this should
+                // be normalized so that the integral across the beam is
+                // independent of its width. That is, for a narrower beam
+                // "weights" should have a higher peak at the center of the
+                // scanline than for a wider beam.
+                vec4 weights = vec4(distance / 0.3);
+                return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
+        }
+
+void main() {
+                 // Here's a helpful diagram to keep in mind while trying to
+                // understand the code:
+                //
+                //  |      |      |      |      |
+                // -------------------------------
+                //  |      |      |      |      |
+                //  |  01  |  11  |  21  |  31  | <-- current scanline
+                //  |      | @    |      |      |
+                // -------------------------------
+                //  |      |      |      |      |
+                //  |  02  |  12  |  22  |  32  | <-- next scanline
+                //  |      |      |      |      |
+                // -------------------------------
+                //  |      |      |      |      |
+                //
+                // Each character-cell represents a pixel on the output
+                // surface, "@" represents the current pixel (always somewhere
+                // in the bottom half of the current scan-line, or the top-half
+                // of the next scanline). The grid of lines represents the
+                // edges of the texels of the underlying texture.
+
+                // Texture coordinates of the texel containing the active pixel.
+        #ifdef CURVATURE
+                vec2 xy = radialDistortion(texCoord);
+        #else
+                vec2 xy = texCoord;
+        #endif
+
+                // Of all the pixels that are mapped onto the texel we are
+                // currently rendering, which pixel are we currently rendering?
+                vec2 ratio_scale = xy * sourceSize[0].xy - vec2(0.5);
+                vec2 uv_ratio = fract(ratio_scale);
+
+                // Snap to the center of the underlying texel.
+                xy.y = (floor(ratio_scale.y) + 0.5) / sourceSize[0].y;
+
+                // Calculate the effective colour of the current and next
+                // scanlines at the horizontal location of the current pixel.
+                vec4 col  = TEX2D(xy);
+                vec4 col2 = TEX2D(xy + vec2(0.0, one.y));
+
+                // Calculate the influence of the current and next scanlines on
+                // the current pixel.
+                vec4 weights  = scanlineWeights(uv_ratio.y, col);
+                vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
+                vec3 mul_res  = (col * weights + col2 * weights2).rgb;
+
+                // dot-mask emulation:
+                // Output pixels are alternately tinted green and magenta.
+                vec3 dotMaskWeights = mix(
+                        vec3(1.0, 0.7, 1.0),
+                        vec3(0.7, 1.0, 0.7),
+                        floor(mod(mod_factor, 2.0))
+                    );
+
+                mul_res *= dotMaskWeights;
+
+                fragColor = vec4(pow(mul_res, vec3(1.0 / outputGamma)), 1.0);
+}
diff --git a/retro-gtk/glsl-filters/crt-simple.vs b/retro-gtk/glsl-filters/crt-simple.vs
new file mode 100644
index 0000000..53957cd
--- /dev/null
+++ b/retro-gtk/glsl-filters/crt-simple.vs
@@ -0,0 +1,32 @@
+#version 150
+
+in vec4 position;
+in vec2 texCoord;
+
+out Vertex {
+  vec2 texCoord;
+  // Define some calculations that will be used in fragment shader.
+  vec2 one;
+  float mod_factor;
+} vertexOut;
+
+uniform float relative_aspect_ratio;
+uniform vec4 targetSize;
+uniform vec2 outputSize;
+uniform vec4 sourceSize[];
+
+void main() {
+  vec2 aspect_ratio = (relative_aspect_ratio > 1.0f) ?
+    vec2 (1.0 / relative_aspect_ratio, 1.0) :
+    vec2 (1.0, relative_aspect_ratio);
+
+  vertexOut.texCoord = texCoord;
+  gl_Position = vec4 (position.xy * aspect_ratio, 0.0, 1.0);
+  // gl_Position = vec4 (position);
+
+   // The size of one texel, in texture-coordinates.
+   vertexOut.one = 1.0 / sourceSize[0].xy;
+
+   // Resulting X pixel-coordinate of the pixel we're drawing.
+   vertexOut.mod_factor = texCoord.x * targetSize.x * aspect_ratio.x;
+}
diff --git a/retro-gtk/retro-gtk.gresource.xml b/retro-gtk/retro-gtk.gresource.xml
index 8d845ec..3ca75a1 100644
--- a/retro-gtk/retro-gtk.gresource.xml
+++ b/retro-gtk/retro-gtk.gresource.xml
@@ -3,6 +3,9 @@
   <gresource prefix="/org/gnome/Retro">
     <file>glsl-filters/bicubic.filter</file>
     <file>glsl-filters/bicubic.fs</file>
+    <file>glsl-filters/crt-simple.filter</file>
+    <file>glsl-filters/crt-simple.fs</file>
+    <file>glsl-filters/crt-simple.vs</file>
     <file>glsl-filters/sharp.filter</file>
     <file>glsl-filters/sharp.fs</file>
     <file>glsl-filters/sharp.vs</file>


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