slang-shaders/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.inc

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/*
CRT - Guest - Advanced - NTSC
Mega Bezel V1.11.0_2023-02-25 Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
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Copyright (C) 2018-2023 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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.
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, vertmask, ring;
} params;
// layout(std140, set = 0, binding = 0) uniform UBO
// {
// mat4 MVP;
// vec4 SourceSize;
// vec4 OriginalSize;
// vec4 OutputSize;
// uint FrameCount;
// float bloom;
// float halation;
// float scans;
// float gamma_c;
// float gamma_out;
// float overscanX;
// float overscanY;
// float intres;
// float prescalex;
// float c_shape;
// float blendMode;
// float scangamma;
// float rolling_scan;
// float sborder;
// float scan_falloff;
// float bloom_dist;
// } global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
Mega Bezel V1.11.0_2023-02-25 Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
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#pragma parameter glow " (Magic) Glow Strength -- glow" 0.08 -2.0 2.0 0.01
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#define glow global.glow // Glow Strength
#pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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#pragma parameter mask_bloom " Mask Bloom -- mask_bloom" 0.0 0.0 2.0 0.05
#define mask_bloom global.mask_bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution -- bloom_dist" 0.0 0.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025
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#define halation global.halation // halation effect
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#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025
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#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05
#define brightboost global.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025
#define brightboost1 global.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type -- gsl" 0.0 -1.0 2.0 1.0
#define gsl global.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center -- scanline1" 6.0 -20.0 20.0 0.5
#define scanline1 global.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0
#define scanline2 global.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 10.0 0.05
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#define beam_min global.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025
#define beam_max global.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam -- beam_size" 0.60 0.0 1.0 0.05
#define beam_size global.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence -- vertmask" 0.0 -1.0 1.0 0.1
#define vertmask global.vertmask // Scanline deconvergence colors
Mega Bezel V1.11.0_2023-02-25 Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
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#pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.50 -5.0 5.0 0.10
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#define scans global.scans // scanline saturation
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#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.20 2.0 0.05
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#define scan_falloff global.scan_falloff // scanline falloff
Mega Bezel update to V1.0.003_2022-07-28_Rev-1 * Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1 * Changed Guest mask size to 1 by default so that there isn't inconsistency using guest settings in the Mega Bezel * Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look: * HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300 * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125 * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0 * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0 * Added **Shift Sampling Relative to Scanlines** to shift the image relative to the scanlines * The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list * Fixed Double image when using cropping in NTSC presets reported by @JHorbach1 * Updated to crt-guest-advanced-2022-07-17-release1 * Includes Scanline Gamma * Tube Gel and Diffuse Fixes * Gel is now mapped to the tube, independent of the black edge * Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural * [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading * HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it's not needed anymore * CRT Multiply blend mode now works better when there is extra tube thickness * Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look * If you want a stronger rounded shaded look reset it to 100 * Fixed Scale discrepancy when using the Cab Glass Image * Added Shadow Opacity param to control shadow being applied to the static tube highlight
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#pragma parameter scangamma " Scanline Gamma -- scangamma" 2.40 0.5 10.0 0.05
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#define scangamma global.scangamma
#pragma parameter rolling_scan " Rolling Scanlines -- rolling_scan" 0.0 -1.0 1.0 0.01
#define rolling_scan global.rolling_scan // rolling scanlines
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#pragma parameter no_scanlines " No-Scanline Mode (Guest Advanced Only)" 0.0 0.0 1.0 1.0
#define no_scanlines global.no_scanlines
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// #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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// #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
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// #pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
// #define IOS params.IOS // Smart Integer Scaling
// #pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
// #define OS params.OS // Do overscan
// #pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0
// #define BLOOM params.BLOOM // Bloom overscan percentage
// #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
// #define warpX params.warpX // Curvature X
// #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
// #define warpY params.warpY // Curvature Y
// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
// #define c_shape global.c_shape // curvature shape
// #pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
// #define overscanX global.overscanX // OverscanX pixels
// #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
// #define overscanY global.overscanY // OverscanY pixels
/// HSM Removed
// #define COMPAT_TEXTURE(c,d) texture(c,d)
// HSM Added
#define COMPAT_TEXTURE(c,d) HSM_GetCroppedTexSample(c,d)
// End Addition
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
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 * 1.00001;
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}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D Pass1;
layout(set = 0, binding = 6) uniform sampler2D InfoCachePass;
#define eps 1e-8
float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x)
{
return exp2(-7.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
/* HSM Removed
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
return pos*0.5 + 0.5;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
*/
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
void main()
{
// HSM Added
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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vec2 cache_bounds_coord = SCREEN_COORD;
// If it's the potato preset render the whole frame
#ifndef IS_POTATO_PRESET
#ifndef IS_NO_REFLECT_PRESET
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vec2 bezel_outside_flat_coord;
vec2 frame_outside_flat_coord;
HSM_GetSimpleBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
SCREEN_ASPECT,
bezel_outside_flat_coord,
frame_outside_flat_coord);
cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
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#endif
#endif
if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
{
FragColor = vec4(0);
return;
}
/* HSM Removed
vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex, 1.0, 0.5/prescalex, 1.0);
float f = fract(SourceSize.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
*/
// HSM Added
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float prescalex = float(CROPPED_ROTATED_SIZE_WITH_RES_MULT.x / CROPPED_ROTATED_SIZE.x);
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vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT);
SourceSize*= vec4(2.0, 1.0, 0.5, 1.0);
float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a;
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
bool interb = (intera < 0.5);
/* HSM Removed
float SourceY = SourceSize.y;
float sy = 1.0;
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if (global.intres == 1.0) sy = SourceY/224.0;
if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
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SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
*/
// HSM Added
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// vec2 texcoord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT);
// texcoord = HSM_GetMirrorWrappedCoord(texcoord);
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// End Addition
/* HSM Removed
if (IOS > 0.0 && !interb){
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vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
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vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
}
float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
texcoord = Overscan(texcoord, factor, factor);
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texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
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vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
*/
// HSM Added
vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT);
vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
float f = fp.y;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
pC4.x = pos.x;
if (interb) pC4.y = pos.y;
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/* HSM Removed
if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
*/
// TODO need to add VGA Doubling mode
// float hsm_intres = HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR;
// if (hsm_intres > 1 && (USE_VERTICAL_SCANLINES < 0.5) && prescalex < 1.5) pC4.y = floor(pC4.y * ROTATED_DEREZED_SIZE.y) * (1 / ROTATED_DEREZED_SIZE.y) + 0.5 * (1 / ROTATED_DEREZED_SIZE.y);
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vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in));
pC4+=dy;
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/* HSM Removed
if (global.intres == 0.5 && prescalex < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
*/
// if (hsm_intres > 1 && (USE_VERTICAL_SCANLINES < 0.5) && prescalex < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * ROTATED_DEREZED_SIZE.y) * (1 / ROTATED_DEREZED_SIZE.y) + 0.5 * (1 / ROTATED_DEREZED_SIZE.y);
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vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
if(!interb) color2 = pow(color2, vec3(scangamma/gamma_in));
vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
vec3 one = vec3(1.0);
if (!interb)
{
// calculating scanlines
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
float f1 = f;
float f2 = 1.0-f;
float scanpix = SourceSize.x/OutputSize.x;
f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
f2 = 1.0 - f1;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
cref1 = color1 / mc1;
cref2 = color2 / mc2;
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Mega Bezel V1.11.0_2023-02-25 Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
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float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
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// Scanline Deconvergence
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vec3 cd1 = one; vec3 cd2 = one;
if (abs(vertmask) > 0.025)
{
float vm = sqrt(abs(vertmask));
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float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
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}
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/* HSM Removed
color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, no_scanlines);
*/
// HSM Added
float scan_res = (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y +
USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x;
float hsm_no_scanlines = HSM_INTERLACE_MODE < 0 && HSM_INTERLACE_TRIGGER_RES <= scan_res ? 1 : no_scanlines;
color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, hsm_no_scanlines);
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if (abs(rolling_scan) > 0.005)
{
wt1 = st1(f);
wt2 = st1(1.0-f);
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
}
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
}
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float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
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if(!interb) color = pow( color, vec3(gamma_in/scangamma) );
FragColor = vec4(color, colmx);
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if (HSM_GetUseFakeScanlines())
{
vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
FragColor = HSM_ApplyScanlineMask(FragColor, SCREEN_SCALE, SCREEN_COORD, screen_curved_coord, tube_curved_coord, HSM_FAKE_SCANLINE_OPACITY);
}
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}