slang-shaders/crt/shaders/guest/fast/crt-guest-advanced-pass1.slang

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#version 450
/*
CRT - Guest - Advanced - Fast - Pass1
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Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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float IOS, h_sharp, s_sharp, spike, ring;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
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#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 2.0 0.10
#define s_sharp params.s_sharp // substractive sharpness
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#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05
#define ring params.ring // substractive sharpness ringing
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize params.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;
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vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
void main()
{
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vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy;
vec4 SourceSize = params.OriginalSize * vec4(prescalex.x, prescalex.y, 1.0/prescalex.x, 1.0/prescalex.y);
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
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bool interb = (intera < 0.5);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
vec2 pos = texcoord;
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
float fpx = fract(OGL2Pos.x);
vec2 offx = vec2(ps.x,0.0);
// Reading the texels
vec2 x2 = 2.0*offx;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
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float idiv = clamp(SourceSize.x / 400.0, 1.0, 2.0);
float fdivider = max(min(prescalex.x, 2.0), idiv*float(interb));
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
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float twl1 = max(wl1 - sharp1, -0.12);
float twr1 = max(wr1 - sharp1, -0.12);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
vec3 l3, l2, l1, r1, r2, r3, color1, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -x2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+x2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
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if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0);
float ts = 0.025;
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
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float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
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float swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts);
float swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts);
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float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0);
FragColor = vec4(color1, sresult);
}