slang-shaders/crt/shaders/guest/hd/linearize-hd.slang

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#version 450
/*
Interlacing
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Copyright (C) 2020-2021 guest(r) - guest.r@gmail.com
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 OriginalSize;
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vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float iscan;
float intres;
float iscans;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
mat4 MVP;
} global;
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#pragma parameter GAMMA_INPUT "Gamma Input" 1.80 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
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#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4" 4.0 0.0 4.0 1.0
#define interm params.interm // interlace mode
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
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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 main pass, values must match
#define intres params.intres // interlace resolution
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#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0.0 1.0 0.05
#define iscans params.iscans // interlace saturation
#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;
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layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
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vec3 c1 = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, params.SourceSize.w)).rgb;
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5)
{
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intera = 0.25;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b));
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
}
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if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; }
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}