2016-08-26 03:38:14 +10:00
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#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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2017-11-30 06:40:28 +11:00
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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vec4 MASKED_SCANLINESSize;
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vec4 BLOOM_APPROXSize;
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2020-01-01 08:08:28 +11:00
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} params;
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2017-11-30 06:40:28 +11:00
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#define MASKED_SCANLINEStexture MASKED_SCANLINES
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#define MASKED_SCANLINEStexture_size params.MASKED_SCANLINESSize.xy
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#define MASKED_SCANLINESvideo_size params.MASKED_SCANLINESSize.xy
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#define BLOOM_APPROXtexture BLOOM_APPROX
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#define BLOOM_APPROXtexture_size params.BLOOM_APPROXSize.xy
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#define BLOOM_APPROXvideo_size params.BLOOM_APPROXSize.xy
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float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
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const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
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const float bloom_diff_thresh_ = 1.0/256.0;
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2016-08-26 03:38:14 +10:00
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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2017-11-30 06:40:28 +11:00
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#include "../../../../include/compat_macros.inc"
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2016-08-26 03:38:14 +10:00
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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2017-11-30 06:40:28 +11:00
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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2016-08-26 03:38:14 +10:00
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2016-08-27 02:28:24 +10:00
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#include "../../../../include/gamma-management.h"
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2016-08-26 03:38:14 +10:00
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#include "phosphor-mask-resizing.h"
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#include "scanline-functions.h"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 scanline_tex_uv;
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layout(location = 1) out vec2 blur3x3_tex_uv;
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layout(location = 2) out float bloom_sigma_runtime;
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// copied from bloom-functions.h
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inline float get_min_sigma_to_blur_triad(const float triad_size,
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const float thresh)
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{
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// Requires: 1.) triad_size is the final phosphor triad size in pixels
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// 2.) thresh is the max desired pixel difference in the
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// blurred triad (e.g. 1.0/256.0).
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// Returns: Return the minimum sigma that will fully blur a phosphor
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// triad on the screen to an even color, within thresh.
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// This closed-form function was found by curve-fitting data.
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// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
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return -0.05168 + 0.6113*triad_size -
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1.122*triad_size*sqrt(0.000416 + thresh);
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// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
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//return 0.5985*triad_size - triad_size*sqrt(thresh)
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}
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void main()
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{
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gl_Position = global.MVP * Position;
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float2 tex_uv = TexCoord;
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// Our various input textures use different coords:
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float2 video_uv = tex_uv * IN.texture_size/IN.video_size;
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//video_uv = video_uv;
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scanline_tex_uv = video_uv * MASKED_SCANLINESvideo_size /
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MASKED_SCANLINEStexture_size;
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blur3x3_tex_uv = video_uv * BLOOM_APPROXvideo_size / BLOOM_APPROXtexture_size;
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// Calculate a runtime bloom_sigma in case it's needed:
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const float mask_tile_size_x = get_resized_mask_tile_size(
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IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
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bloom_sigma_runtime = get_min_sigma_to_blur_triad(
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mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 scanline_tex_uv;
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layout(location = 1) in vec2 blur3x3_tex_uv;
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layout(location = 2) in float bloom_sigma_runtime;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D MASKED_SCANLINES;
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layout(set = 0, binding = 3) uniform sampler2D BLOOM_APPROX;
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////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
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#include "bloom-functions.h"
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#include "../../../../include/blur-functions.h"
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void main()
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{
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// Sample the masked scanlines:
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const float3 intensity_dim =
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tex2D_linearize(MASKED_SCANLINEStexture, scanline_tex_uv).rgb;
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// Get the full intensity, including auto-undimming, and mask compensation:
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const float auto_dim_factor = levels_autodim_temp;
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const float undim_factor = 1.0/auto_dim_factor;
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const float mask_amplify = get_mask_amplify();
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const float3 intensity = intensity_dim * undim_factor * mask_amplify *
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levels_contrast;
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// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
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// would look like, so we can estimate how much energy we'll receive from
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// blooming neighbors:
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const float3 phosphor_blur_approx = levels_contrast * tex2D_linearize(
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BLOOM_APPROXtexture, blur3x3_tex_uv).rgb;
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// Compute the blur weight for the center texel and the maximum energy we
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// expect to receive from neighbors:
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const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
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const float center_weight = get_center_weight(bloom_sigma);
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const float3 max_area_contribution_approx =
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max(float3(0.0, 0.0, 0.0), phosphor_blur_approx - center_weight * intensity);
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// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
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2016-08-26 03:38:14 +10:00
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// because it actually gets better results (on top of being very simple),
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// but adjust all intensities for the user's desired underestimate factor:
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const float3 area_contrib_underestimate =
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bloom_underestimate_levels * max_area_contribution_approx;
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const float3 intensity_underestimate =
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bloom_underestimate_levels * intensity;
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// Calculate the blur_ratio, the ratio of intensity we want to blur:
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#ifdef BRIGHTPASS_AREA_BASED
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// This area-based version changes blur_ratio more smoothly and blurs
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// more, clipping less but offering less phosphor differentiation:
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const float3 phosphor_blur_underestimate = bloom_underestimate_levels *
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phosphor_blur_approx;
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const float3 soft_intensity = max(intensity_underestimate,
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phosphor_blur_underestimate * mask_amplify);
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const float3 blur_ratio_temp =
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((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
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soft_intensity - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
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#else
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const float3 blur_ratio_temp =
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((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
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intensity_underestimate - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
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#endif
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const float3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
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// Calculate the brightpass based on the auto-dimmed, unamplified, masked
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// scanlines, encode if necessary, and return!
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const float3 brightpass = intensity_dim *
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lerp(blur_ratio, float3(1.0, 1.0, 1.0), global.bloom_excess);
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FragColor = encode_output(float4(brightpass, 1.0));
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2017-12-29 13:34:39 +11:00
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}
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