2016-08-13 02:04:59 +10:00
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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uint FrameCount;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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float crt_gamma;
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float lcd_gamma;
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float levels_contrast;
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float halation_weight;
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float diffusion_weight;
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float bloom_underestimate_levels;
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float bloom_excess;
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float beam_min_sigma;
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float beam_max_sigma;
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float beam_spot_power;
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float beam_min_shape;
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float beam_max_shape;
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float beam_shape_power;
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float beam_horiz_filter;
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float beam_horiz_sigma;
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float beam_horiz_linear_rgb_weight;
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float convergence_offset_x_r;
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float convergence_offset_x_g;
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float convergence_offset_x_b;
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float convergence_offset_y_r;
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float convergence_offset_y_g;
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float convergence_offset_y_b;
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float mask_type;
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float mask_sample_mode_desired;
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float mask_specify_num_triads;
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float mask_triad_size_desired;
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float mask_num_triads_desired;
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float aa_subpixel_r_offset_x_runtime;
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float aa_subpixel_r_offset_y_runtime;
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float aa_cubic_c;
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float aa_gauss_sigma;
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float geom_mode_runtime;
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float geom_radius;
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float geom_view_dist;
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float geom_tilt_angle_x;
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float geom_tilt_angle_y;
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float geom_aspect_ratio_x;
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float geom_aspect_ratio_y;
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float geom_overscan_x;
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float geom_overscan_y;
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float border_size;
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float border_darkness;
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float border_compress;
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float interlace_bff;
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float interlace_1080i;
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} params;
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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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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// gamma-management.h needs to know what kind of pipeline we're using and
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// what pass this is in that pipeline. This will become obsolete if/when we
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// can #define things like this in the preset file.
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#define FIRST_PASS
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#define SIMULATE_CRT_ON_LCD
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2016-08-16 01:43:29 +10:00
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#include "params.inc"
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2016-08-13 02:04:59 +10:00
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../user-settings.h"
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#include "bind-shader-params.h"
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//#include "../../../../include/gamma-management.h"
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//#include "scanline-functions.h"
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// from scanline-functions.h //
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bool is_interlaced(float num_lines)
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{
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// Detect interlacing based on the number of lines in the source.
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if(interlace_detect)
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{
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// NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field
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// NTSC Emulators: Typically 224 or 240 lines
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// PAL: 625 lines, 312.5/field; 576 active (typical), 288/field
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// PAL Emulators: ?
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// ATSC: 720p, 1080i, 1080p
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// Where do we place our cutoffs? Assumptions:
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// 1.) We only need to care about active lines.
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// 2.) Anything > 288 and <= 576 lines is probably interlaced.
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// 3.) Anything > 576 lines is probably not interlaced...
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// 4.) ...except 1080 lines, which is a crapshoot (user decision).
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// 5.) Just in case the main program uses calculated video sizes,
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// we should nudge the float thresholds a bit.
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bool sd_interlace;
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if (num_lines > 288.5 && num_lines < 576.5)
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{sd_interlace = true;}
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else
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{sd_interlace = false;}
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bool hd_interlace;
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if (num_lines > 1079.5 && num_lines < 1080.5)
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{hd_interlace = true;}
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else
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{hd_interlace = false;}
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return (sd_interlace || hd_interlace);
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}
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else
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{
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return false;
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}
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}
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// end scanline-functions.h //
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// from gamma-management.h //
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/////////////////////////////// BASE CONSTANTS ///////////////////////////////
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// Set standard gamma constants, but allow users to override them:
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#ifndef OVERRIDE_STANDARD_GAMMA
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// Standard encoding gammas:
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const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
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const float pal_gamma = 2.8; // Never actually 2.8 in practice
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// Typical device decoding gammas (only use for emulating devices):
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// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
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// gammas: The standards purposely undercorrected for an analog CRT's
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// assumed 2.5 reference display gamma to maintain contrast in assumed
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// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
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// These unstated assumptions about display gamma and perceptual rendering
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// intent caused a lot of confusion, and more modern CRT's seemed to target
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// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
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// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
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// displays designed to view sRGB in bright environments. (Standards are
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// also in flux again with BT.1886, but it's underspecified for displays.)
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const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
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const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
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const float lcd_reference_gamma = 2.5; // To match CRT
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const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
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const float lcd_office_gamma = 2.2; // Approximates sRGB
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#endif // OVERRIDE_STANDARD_GAMMA
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// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
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// but only if they're aware of it.
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#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
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const bool assume_opaque_alpha = false;
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#endif
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/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
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// gamma-management.h should be compatible with overriding gamma values with
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// runtime user parameters, but we can only define other global constants in
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// terms of static constants, not uniform user parameters. To get around this
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// limitation, we need to define derived constants using functions.
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// Set device gamma constants, but allow users to override them:
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#ifdef OVERRIDE_DEVICE_GAMMA
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// The user promises to globally define the appropriate constants:
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float get_crt_gamma() { return crt_gamma; }
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float get_gba_gamma() { return gba_gamma; }
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float get_lcd_gamma() { return lcd_gamma; }
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#else
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float get_crt_gamma() { return crt_reference_gamma_high; }
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float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
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float get_lcd_gamma() { return lcd_office_gamma; }
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#endif // OVERRIDE_DEVICE_GAMMA
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// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
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#ifdef OVERRIDE_FINAL_GAMMA
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// The user promises to globally define the appropriate constants:
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float get_intermediate_gamma() { return intermediate_gamma; }
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float get_input_gamma() { return input_gamma; }
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float get_output_gamma() { return output_gamma; }
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#else
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// If we gamma-correct every pass, always use ntsc_gamma between passes to
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// ensure middle passes don't need to care if anything is being simulated:
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float get_intermediate_gamma() { return ntsc_gamma; }
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#ifdef SIMULATE_CRT_ON_LCD
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float get_input_gamma() { return get_crt_gamma(); }
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float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_LCD
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float get_input_gamma() { return get_gba_gamma(); }
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float get_output_gamma() { return get_lcd_gamma(); }
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#else
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#ifdef SIMULATE_LCD_ON_CRT
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float get_input_gamma() { return get_lcd_gamma(); }
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float get_output_gamma() { return get_crt_gamma(); }
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#else
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#ifdef SIMULATE_GBA_ON_CRT
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float get_input_gamma() { return get_gba_gamma(); }
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float get_output_gamma() { return get_crt_gamma(); }
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#else // Don't simulate anything:
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float get_input_gamma() { return ntsc_gamma; }
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float get_output_gamma() { return ntsc_gamma; }
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#endif // SIMULATE_GBA_ON_CRT
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#endif // SIMULATE_LCD_ON_CRT
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#endif // SIMULATE_GBA_ON_LCD
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#endif // SIMULATE_CRT_ON_LCD
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#endif // OVERRIDE_FINAL_GAMMA
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#ifndef GAMMA_ENCODE_EVERY_FBO
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#ifdef FIRST_PASS
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const bool linearize_input = true;
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float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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const bool linearize_input = false;
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float get_pass_input_gamma() { return 1.0; }
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#endif
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#ifdef LAST_PASS
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const bool gamma_encode_output = true;
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float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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const bool gamma_encode_output = false;
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float get_pass_output_gamma() { return 1.0; }
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#endif
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#else
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const bool linearize_input = true;
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const bool gamma_encode_output = true;
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#ifdef FIRST_PASS
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float get_pass_input_gamma() { return get_input_gamma(); }
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#else
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float get_pass_input_gamma() { return get_intermediate_gamma(); }
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#endif
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#ifdef LAST_PASS
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float get_pass_output_gamma() { return get_output_gamma(); }
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#else
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float get_pass_output_gamma() { return get_intermediate_gamma(); }
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#endif
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#endif
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vec4 decode_input(const vec4 color)
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{
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if(linearize_input)
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{
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if(assume_opaque_alpha)
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{
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return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), 1.0);
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}
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else
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{
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return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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vec4 encode_output(const vec4 color)
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{
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if(gamma_encode_output)
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{
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if(assume_opaque_alpha)
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{
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return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), 1.0);
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}
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else
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{
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return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), color.a);
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}
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}
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else
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{
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return color;
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}
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}
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#define tex2D_linearize(C, D) decode_input(vec4(texture(C, D)))
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//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords)
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//{ return decode_input(vec4(texture(tex, tex_coords))); }
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//#define tex2D_linearize(C, D, E) decode_input(vec4(texture(C, D, E)))
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//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords, const int texel_off)
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//{ return decode_input(vec4(texture(tex, tex_coords, texel_off))); }
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// end gamma-management.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 tex_uv;
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layout(location = 1) out vec2 uv_step;
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void main()
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{
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gl_Position = params.MVP * Position;
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tex_uv = TexCoord;
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// Save the uv distance between texels:
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uv_step = vec2(1.0) * registers.SourceSize.zw;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 uv_step;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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// Detect interlacing: 1.0 = true, 0.0 = false.
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const vec2 video_size = registers.SourceSize.xy;
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bool interlaced = is_interlaced(video_size.y);
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// Linearize the input based on CRT gamma and bob interlaced fields.
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// Bobbing ensures we can immediately blur without getting artifacts.
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// Note: TFF/BFF won't matter for sources that double-weave or similar.
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if(interlace_detect)
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{
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// Sample the current line and an average of the previous/next line;
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// tex2D_linearize will decode CRT gamma. Don't bother branching:
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// const vec2 tex_uv = tex_uv;
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const vec2 v_step = vec2(0.0, uv_step.y);
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const vec3 curr_line = tex2D_linearize(
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Source, tex_uv).rgb;
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const vec3 last_line = tex2D_linearize(
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Source, tex_uv - v_step).rgb;
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const vec3 next_line = tex2D_linearize(
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Source, tex_uv + v_step).rgb;
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const vec3 interpolated_line = 0.5 * (last_line + next_line);
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// If we're interlacing, determine which field curr_line is in:
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float interlace_check = 0.0;
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2016-08-16 01:43:29 +10:00
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if (interlaced == true) interlace_check = 1.0;
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2016-08-13 02:04:59 +10:00
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const float modulus = interlace_check + 1.0;
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const float field_offset =
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mod(registers.FrameCount + float(params.interlace_bff), modulus);
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const float curr_line_texel = tex_uv.y * registers.SourceSize.y;
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|
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// Use under_half to fix a rounding bug around exact texel locations.
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|
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const float line_num_last = floor(curr_line_texel - under_half);
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const float wrong_field = mod(line_num_last + field_offset, modulus);
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// Select the correct color, and output the result:
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const vec3 color = mix(curr_line, interpolated_line, wrong_field);
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FragColor = encode_output(vec4(color, 1.0));
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|
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}
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else
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|
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|
{
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FragColor = encode_output(tex2D_linearize(Source, tex_uv));
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|
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|
}
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|
}
|