slang-shaders/crt/shaders/guest/fast/pre-shaders.slang

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#version 450
/*
CRT Advanced color altering
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Copyright (C) 2019-2022 guest(r) and Dr. Venom
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;
float TNTC;
float LS;
float LUTLOW, LUTBR;
float CP, CS;
float BP;
float WP;
float wp_saturation;
float vigstr;
float vigdef;
float sega_fix;
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float pre_bb;
float contr;
} params;
#pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0
#pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0
#pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0
#define CP params.CP
#define CS params.CS
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#pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0
#define TNTC params.TNTC
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#pragma parameter LS " LUT Size" 32.0 16.0 64.0 16.0
#define LS params.LS
#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons
#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05
#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01
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#pragma parameter contr " Contrast Adjustment" 0.0 -2.0 2.0 0.05
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#define WP params.WP
#define wp_saturation params.wp_saturation
#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0
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#pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0
#define BP params.BP
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#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05
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#pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3;
layout(set = 0, binding = 6) uniform sampler2D SamplerLUT4;
#define COMPAT_TEXTURE(c,d) texture(c,d)
// Color profile matrices
const mat3 Profile0 =
mat3(
0.412391, 0.212639, 0.019331,
0.357584, 0.715169, 0.119195,
0.180481, 0.072192, 0.950532
);
const mat3 Profile1 =
mat3(
0.430554, 0.222004, 0.020182,
0.341550, 0.706655, 0.129553,
0.178352, 0.071341, 0.939322
);
const mat3 Profile2 =
mat3(
0.396686, 0.210299, 0.006131,
0.372504, 0.713766, 0.115356,
0.181266, 0.075936, 0.967571
);
const mat3 Profile3 =
mat3(
0.393521, 0.212376, 0.018739,
0.365258, 0.701060, 0.111934,
0.191677, 0.086564, 0.958385
);
const mat3 Profile4 =
mat3(
0.392258, 0.209410, 0.016061,
0.351135, 0.725680, 0.093636,
0.166603, 0.064910, 0.850324
);
const mat3 Profile5 =
mat3(
0.377923, 0.195679, 0.010514,
0.317366, 0.722319, 0.097826,
0.207738, 0.082002, 1.076960
);
const mat3 ToSRGB =
mat3(
3.240970, -0.969244, 0.055630,
-1.537383, 1.875968, -0.203977,
-0.498611, 0.041555, 1.056972
);
const mat3 ToModern =
mat3(
2.791723, -0.894766, 0.041678,
-1.173165, 1.815586, -0.130886,
-0.440973, 0.032000, 1.002034
);
const mat3 ToDCI =
mat3(
2.493497, -0.829489, 0.035846,
-0.931384, 1.762664, -0.076172,
-0.402711, 0.023625, 0.956885
);
const mat3 ToAdobe =
mat3(
2.041588, -0.969244, 0.013444,
-0.565007, 1.875968, -0.11836,
-0.344731, 0.041555, 1.015175
);
const mat3 ToREC =
mat3(
1.716651, -0.666684, 0.017640,
-0.355671, 1.616481, -0.042771,
-0.253366, 0.015769, 0.942103
);
// Color temperature matrices
const mat3 D65_to_D55 = mat3 (
0.4850339153, 0.2500956126, 0.0227359648,
0.3488957224, 0.6977914447, 0.1162985741,
0.1302823568, 0.0521129427, 0.6861537456);
const mat3 D65_to_D93 = mat3 (
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0.3412754080, 0.1759701322, 0.0159972847,
0.3646170520, 0.7292341040, 0.1215390173,
0.2369894093, 0.0947957637, 1.2481442225);
vec3 fix_lut(vec3 lutcolor, vec3 ref)
{
float r = length(ref);
float l = length(lutcolor);
float m = max(max(ref.r,ref.g),ref.b);
ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25));
return mix(lutcolor, ref, LUTBR);
}
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float vignette(vec2 pos) {
vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125;
pos = clamp(pos, 0.0, 1.0);
pos = abs(2.0*(pos - 0.5));
vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
res = pow(res, 0.70.xx);
return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0);
}
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vec3 plant (vec3 tar, float r)
{
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float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
float contrast(float x)
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{
return max(mix(x, smoothstep(0.0, 1.0, x), params.contr),0.0);
}
void main()
{
vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0);
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float bp = w * BP/255.0;
if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0);
imgColor.rgb = min(imgColor.rgb, 1.0);
vec3 color = imgColor.rgb;
if (int(TNTC) == 0)
{
color.rgb = imgColor.rgb;
}
else
{
float lutlow = LUTLOW/255.0; float invLS = 1.0/LS;
vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx));
float lutb = lut_ref.b * (1.0-0.5*invLS);
lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS;
float tile1 = ceil (lutb * (LS-1.0));
float tile0 = max(tile1 - 1.0, 0.0);
float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0;
vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE(SamplerLUT1, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT1, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE(SamplerLUT2, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT2, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE(SamplerLUT3, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT3, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 4)
{
color1 = COMPAT_TEXTURE(SamplerLUT4, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT4, coord1);
res = mix(color1, color2, f);
}
res.rgb = fix_lut (res.rgb, imgColor.rgb);
color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0));
}
vec3 c = clamp(color, 0.0, 1.0);
float p;
mat3 m_out;
if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else
if (CS == 1.0) { p = 2.2; m_out = ToModern; } else
if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else
if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else
if (CS == 4.0) { p = 2.4; m_out = ToREC; }
color = pow(c, vec3(p));
mat3 m_in = Profile0;
if (CP == 0.0) { m_in = Profile0; } else
if (CP == 1.0) { m_in = Profile1; } else
if (CP == 2.0) { m_in = Profile2; } else
if (CP == 3.0) { m_in = Profile3; } else
if (CP == 4.0) { m_in = Profile4; } else
if (CP == 5.0) { m_in = Profile5; }
color = m_in*color;
color = m_out*color;
color = clamp(color, 0.0, 1.0);
color = pow(color, vec3(1.0/p));
if (CP == -1.0) color = c;
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vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b));
float luma = dot(color, vec3(0.299, 0.587, 0.114));
vec3 scolor2 = mix(vec3(luma), color, wp_saturation);
color = (wp_saturation > 1.0) ? scolor1 : scolor2;
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color = plant(color, contrast(max(max(color.r,color.g),color.b)));
p = 2.2;
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color = clamp(color, 0.0, 1.0);
color = pow(color, vec3(p));
vec3 warmer = D65_to_D55*color;
warmer = ToSRGB*warmer;
vec3 cooler = D65_to_D93*color;
cooler = ToSRGB*cooler;
float m = abs(WP)/100.0;
vec3 comp = (WP < 0.0) ? cooler : warmer;
color = mix(color, comp, m);
color = pow(max(color, 0.0), vec3(1.0/p));
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if (BP > -0.5) color = color + bp; else
{
color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b)));
}
color = min(color * params.pre_bb, 1.0);
FragColor = vec4(color, vignette(vTexCoord.xy));
}